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  1. - Top - End - #1
    Dwarf in the Playground
    Join Date
    Mar 2008

    Default 3.5e overhaul: generic classes homebrew project

    I've always been fascinated by the concept of generic classes, a la Unearthed Arcana (seen here). Unfortunately, the implementation given in UA leaves a great deal to be desired; it's actually much more restrictive in most ways than core D&D. So here's my attempt at rebuilding 3.5 from the ground up as a generic-classed system, with characters built a la carte from feats. The grand goal is a more flexible and more balanced system than general 3.5 D&D; normally balance and flexibility are somewhat mutually exclusive, but 3.5 has so much room to improve on both counts that I think it may be feasible.

    I want to implement as many core class features as possible (in some form or another, at least), but I'm not trying to limit the system to remodeling core or even published splatbooks and will be adding more wholly homebrewed material as time progresses. The main limiter is trying to elegantly break down a wide range of class features into feats; I'd rather not end up with a bunch of near-duplicate abilities split up into different feats if they can be conveniently tied up in a single neat package. I'm still fairly early in the design process here, so any input is definitely appreciated.

    Table of Contents
    1. System Overview; Miscellaneous House Rules
    2. Warrior Feats
    3. Expert Feats
    4. Spellcaster Feats
    5. Flaws; Other Tables; Various Power Choices
    6. Lists for Racial Feat Choices
    7. Example Class Builds


    System Overview:

    A character's basic abilities are broken down into three paths (Warrior, Expert, and Spellcaster). Each path has three tiers of benefits, and a character may choose a total of 4 tiers' worth of abilities split among the three paths; thus they can either choose one Tier 3 and one Tier 1 benefit, they may choose two Tier 2 benefits, or they may choose one Tier 2 benefit and gain the other two Tier 1 benefits.

    All characters have the following minimum characteristics before any tier benefits:

    -d4 hit dice
    -Base attack bonus equal to 1/2 character level
    -One good save
    -3 + Int modifier skill points per level
    -Proficiency with simple weapons
    -Base caster level equal to 1/4 character level

    The benefits granted at each tier are as follows:

    Warrior path:
    -Tier 3: base attack bonus equal to character level, d12 hit dice, proficient with all martial weapons, all armor, and all shields.
    -Tier 2: base attack bonus equal to character level, d8 hit dice, proficient with light and medium armor, shields (but not tower shields), rapier, shortbow, light martial weapons, and two additional martial weapons of choice.
    -Tier 1: base attack bonus equal to 3/4 character level, d6 hit dice, proficient with light armor, sap, rapier, shortsword, and shortbow

    Expert path:
    -Tier 3: 12 + Int mod skill points per level, bonus Expert feat at 1st, 4th, 8th, 12th, 16th, and 20th level.
    -Tier 2: 9 + Int mod skill points per level, bonus Expert feat at 1st, 6th, 11th, and 16th level.
    -Tier 1: 6 + Int mod skill points per level, bonus Expert feat at 1st level and again at 11th level

    Spellcaster path:
    -Tier 3: base caster level equal to character level.
    -Tier 2: base caster level equal to 3/4 character level.
    -Tier 1: base caster level equal to 1/2 character level.

    For ease of reference, the possible path combinations and their cumulative benefits are as follows:
    Spoiler
    Show

    Warrior III/Expert I:
    -d12 hit dice
    -Base attack bonus equal to character level
    -One good save
    -6 + Int modifier skill points per level
    -Proficiency with all simple and martial weapons, all armor, and all shields
    -Base caster level equal to 1/4 character level
    -Bonus Expert feat at 1st and 11th level

    Warrior III/Spellcaster I:
    -d12 hit dice
    -Base attack bonus equal to character level
    -One good save
    -3 + Int modifier skill points per level
    -Proficiency with all simple and martial weapons, all armor, and all shields
    -Base caster level equal to 1/2 character level

    Warrior II/Expert II:
    -d8 hit dice
    -Base attack bonus equal to character level
    -One good save
    -9 + Int modifier skill points per level
    -Proficiency with all simple weapons, light and medium armor and shields (but not tower shields), light martial weapons, rapier, shortbow, and 2 additional martial weapons of choice
    -Base caster level equal to 1/4 character level
    -Bonus Expert feat at 1st, 6th, 11th, and 16th level

    Warrior II/Spellcaster II:
    -d8 hit dice
    -Base attack bonus equal to character level
    -One good save
    -3 + Int modifier skill points per level
    -Proficiency with all simple weapons, light and medium armor and shields (but not tower shields), light martial weapons, rapier, shortbow, and 2 additional martial weapons of choice
    -Base caster level equal to 3/4 character level

    Warrior II/Expert I/Spellcaster I:
    -d8 hit dice
    -Base attack bonus equal to character level
    -One good save
    -6 + Int modifier skill points per level
    -Proficiency with all simple weapons, light and medium armor and shields (but not tower shields), light martial weapons, rapier, shortbow, and 2 additional martial weapons of choice
    -Base caster level equal to 1/2 character level
    -Bonus Expert feat at 1st and 11th level

    Expert III/Warrior I:
    -d6 hit dice
    -Base attack bonus equal to 3/4 character level
    -One good save
    -12 + Int modifier skill points per level
    -Proficiency with all simple weapons, light armor, sap, shortsword, rapier, and shortbow
    -Base caster level equal to 1/4 character level
    -Bonus Expert feat at 1st, 4th, 8th, 12th, 16th, and 20th level

    Expert III/Spellcaster I:
    -d4 hit dice
    -Base attack bonus equal to 1/2 character level
    -One good save
    -12 + Int modifier skill points per level
    -Proficiency with all simple weapons
    -Base caster level equal to 1/2 character level
    -Bonus Expert feat at 1st, 4th, 8th, 12th, 16th, and 20th level

    Expert II/Spellcaster II:
    -d4 hit dice
    -Base attack bonus equal to 1/2 character level
    -One good save
    -9 + Int modifier skill points per level
    -Proficiency with all simple weapons
    -Base caster level equal to 3/4 character level
    -Bonus Expert feat at 1st, 6th, 11th, and 16th level

    Expert II/Warrior I/Spellcaster I:
    -d6 hit dice
    -Base attack bonus equal to 3/4 character level
    -One good save
    -9 + Int modifier skill points per level
    -Proficiency with all simple weapons, light armor, sap, shortsword, rapier, and shortbow
    -Base caster level equal to 1/2 character level
    -Bonus Expert feat at 1st, 6th, 11th, and 16th level

    Spellcaster III/Warrior I:
    -d6 hit dice
    -Base attack bonus equal to 3/4 character level
    -One good save
    -3 + Int modifier skill points per level
    -Proficiency with all simple weapons, light armor, sap, shortsword, rapier, and shortbow
    -Base caster level equal to character level

    Spellcaster III/Expert I:
    -d4 hit dice
    -Base attack bonus equal to 1/2 character level
    -One good save
    -6 + Int modifier skill points per level
    -Proficiency with all simple weapons
    -Base caster level equal to character level
    -Bonus Expert feat at 1st and 11th level

    Spellcaster II/Warrior I/Expert I:
    -d6 hit dice
    -Base attack bonus equal to 3/4 character level
    -One good save
    -6 + Int modifier skill points per level
    -Proficiency with all simple weapons, light armor, sap, shortsword, rapier, and shortbow
    -Base caster level equal to 3/4 character level
    -Bonus Expert feat at 1st and 11th level




    In addition to the basic benefits above, your paths affect your feat selection. Characters start with a total of 6 feats at 1st level and gain at least one feat of their choice at each additional level, but most of these feat choices are restricted to feats belonging to a path you have at least one tier of advancement in. A handful of the feats you gain are marked as bonus feats; when choosing a bonus feat you may choose any feat for which you meet the prerequisites for, regardless of paths. Additionally, some feat selections are designated as racial feats; path restrictions do not apply when selection racial feats, but each race has a fixed list of feats that can be chosen as racial feats (except humans, who may choose any feat they qualify for as racial feats--but do not gain an extra bonus feat at 1st level).

    Character Advancement by Level
    {table=head]Level|Benefits

    1st|Four path feats, bonus feat, racial feat

    2nd|Path feat, racial feat

    3rd|Bonus feat

    4th|Path feat, +1 to a single ability score

    5th|Path feat

    6th|Path feat, racial feat

    7th|Bonus feat

    8th|Path feat, +1 to a single ability score

    9th|Path feat

    10th|Path feat, racial feat

    11th|Bonus feat

    12th|Path feat, +1 to a single ability score

    13th|Path feat

    14th|Path feat, racial feat

    15th|Bonus feat

    16th|Path feat, +1 to a single ability score

    17th|Path feat

    18th|Path feat, racial feat

    19th|Bonus feat

    20th|Path feat, +1 to a single ability score [/table]



    Assorted other houserules:
    • Races: No half-elves or half-orcs. Instead, humans have the option of choosing a shared heritage from any other Small or Medium humanoid; they still have the abilities of normal humans, but count as both human and their chosen heritage for the purposes of effects dependent on race. Orcs have +2 Str, -2 Int in place of their normal ability score modifiers.
    • Unarmed Strike: Unarmed strikes count as a martial weapon proficiency. A character proficient with unarmed strikes can deal lethal or nonlethal damage interchangeably. A nonproficient character can choose to deal nonlethal damage with no penalty on the attack roll, or deal lethal damage with the standard -4 nonproficiency penalty.
    • Armor: All medium armors give DR 1/-, heavy armors give DR 2/-. High Dexterity doesn't render armor quite so obsolete.
    • Bull Rush/Overrun: You can initiate a single bull rush or overrun attempt as part of movement (including a charge) without requiring an additional action. As a standard action, you can make an additional number of bull rush/overrun attempts equal to your number of iterative attacks (including the first).
    • Winded: A few abilities reference a "winded" condition. A character is considered winded if they are affected by any of the following: fatigue, exhaustion, nausea, daze, stunning, stagger, or any effect which would prevent them from taking standard or full-round actions. Being winded does not impose any penalties in and of itself, but may prevent a character from using certain abilities.
    • Bluff: Feinting is a move action.
    • Intimidate: Demoralizing an opponent in combat is a move action. You may demoralize a single target up to 30 feet away. For every 5 points you beat the target's roll by, they stay shaken for 1 additional round.

      Alternately, as a standard action you may attempt to demoralize all enemies within 30 feet, making a single roll opposed by each enemy's modified level check. All targets gain a cumulative +2 bonus for each additional target after the first. Only targets of equal or lower level are affected (but higher-level targets still count towards the group bonus).
    • Tumble: The DC to tumble through an opponent's threatened area is equal to 10 + their base attack bonus; tumbling through an opponent's square is the same, +10. Tumbling is a bit easier to begin with but is not quite so trivial at higher levels.
    • Use Magic Device: Due to the dangerous, unpredictable, and unreliable nature of magic, every time you successfully activate a magic item using the UMD skill, the DC on all future UMD checks increases by +1 for the remainder of the day (cumulative). With UMD effectively being a class skill for everybody I felt it needed something to curb its effectiveness.
    Last edited by TeeEl; 2008-10-02 at 08:25 PM.

  2. - Top - End - #2
    Dwarf in the Playground
    Join Date
    Mar 2008

    Default Re: 3.5e overhaul: generic classes homebrew project

    Warrior feats:

    Spoiler
    Show

    ARMOR PROFICIENCY (Heavy) [Warrior]
    Prerequisite
    Armor Proficiency (medium).

    Benefit
    As the core Armor Proficiency (Heavy) feat. Additionally you gain proficiency with tower shields.


    ARMOR PROFICIENCY (Light) [Warrior]
    Benefit
    As the core Armor Proficiency (Light) feat.


    ARMOR PROFICIENCY (Medium) [Warrior]
    Prerequisite
    Armor Proficiency (light).

    Benefit
    As the core Armor Proficiency (Medium) feat. Additionally you gain proficiency with shields (but not tower shields).


    BERSERKER [Warrior]
    Prerequisite
    Con 15, Rage.

    Benefit
    When wounded you can activate your rage as an immediate action without counting against your daily limit of rages, even while winded. This ability triggers if your hitpoints fall below an amount equal to one-half your hit die size - 1, times your level. (Example: A 7th level character with a d8 hit die would activate his berserker rage when his hitpoints fell below 8 / 2 = 4, - 1 = 3, x 7 = 21 hitpoints.) You gain all the benefits and limitations you normally would from your rage, except you gain no Constitution bonus.

    Once triggered, your berserker rage lasts until the current encounter ends or you are healed above the HP threshold for this ability. You cannot prematurely end a rage triggered by this ability unless you expend one of your daily uses of rage.


    CLEAVE [WARRIOR]
    Benefit
    If you deal a creature enough damage to make it drop (typically by dropping it to below 0 hit points or killing it), you may immediately take an attack of opportunity against another creature within reach. You cannot take a 5-foot step before making this extra attack. The extra attack is with the same weapon and at the same bonus as the attack that dropped the previous creature. You cannot use this ability if you have already used up your attacks of opportunity for the round.


    COMBAT EXPERTISE [Warrior]
    Prerequisite
    Int 13.

    Benefit
    As the core Combat Expertise feat. Additionally, you can make a Bluff check to feint in combat as a swift action.


    COMBAT REFLEXES [Warrior]
    Prerequisite
    Dex 13.

    Benefit
    As the core Combat Reflexes feat.


    DEADLY FLURRY [Warrior]
    Prerequisite
    Dex 13, base attack bonus +3.

    Benefit
    Whenever you score a critical hit in melee combat, you may make an immediate attack of opportunity against the same opponent. This attack of opportunity is made at the same attack bonus as the critical hit roll, but this attack and all remaining attacks for the round are made at a -2 penalty.


    DEFENSIVE FIGHTING [Warrior]
    Benefit
    You may make attacks of opportunity without any penalty on your attack roll due to fighting defensively. When taking the total defense action, you still threaten the area around you and can make attacks of opportunity as normal.


    DEFENSIVE STANCE [Warrior]
    Benefit
    As the dwarven defender class feature, once per day, except with bonuses as follows: +2 Strength and Constitution, +2 dodge bonus to AC, and +2 resistance bonus to all saves. You are fatigued when your defensive stance ends.


    DISABLING TACTICS [Warrior]
    Benefit
    As the core Improved Disarm, Improved Trip, and Improved Sunder feats combined.


    ENDURANCE [Warrior]
    Benefit
    As the core Endurance and Diehard feats combined.


    EXTRA DEFENSE[Warrior]
    Prerequisite
    Con 13, Defensive Stance.

    Benefit
    You may use your defensive stance one extra time per day, plus one additional time for every four levels.

    Special
    You may take this feat more than once. Its effects stack.


    EXTRA RAGE [Warrior]
    Prerequisite
    Con 13, Rage.

    Benefit
    You may use your rage one extra time per day, plus one additional time for every four levels.

    Special
    You may take this feat more than once. Its effects stack.


    FURIOUS COUNTERSTRIKE [Warrior]
    Prerequisite
    Steely Resolve, Endurance.

    Benefit
    As the crusader class feature (Tome of Battle).


    GREAT CLEAVE [Warrior]
    Prerequisites
    Cleave, Footwork, base attack bonus +8

    Benefit
    Each time you make an attack of opportunity granted by the Cleave feat, you may take a single 5-foot step either before or after your cleave attack, even if you have already moved or used your 5-foot step for the round.


    GREATER DEFENSIVE STANCE [Warrior]
    Prerequisites
    Con 15, Defensive Stance, base attack bonus +9.

    Benefit
    Your bonuses to Strength, Constitution, armor class and saves in your defensive stance each increase to +4.


    GREATER RAGE [Warrior]
    Prerequisites
    Con 15, Rage, base attack bonus +9.

    Benefit
    Your bonuses to Strength and Constitution during your rage each increase to +6, and your morale bonus on Will saves increases to +3. The penalty to AC remains at -2.


    GREATER SPRING ATTACK [Warrior]
    Prerequisites
    Dex 15, Dodge, Spring Attack, base attack bonus +6.

    Benefit
    When using the full attack action you may move up to your normal speed as part of your action, moving between attacks if desired. Your movement does not provoke attacks of opportunity from any creature you have attacked as part of this action, although you provoke attacks of opportunity from other creatures as normal. You can’t use this feat if you are wearing heavy armor.

    You must move at least 5 feet both before your first attack and after your last attack in order to utilize the benefits of Spring Attack. If you are prevented from continuing your move, you immediately forfeit all remaining attacks.


    GREATER STORM OF THROWS [Warrior]
    Prerequisites
    Dex 19, Rapid Shot, Improved Initiative, Storm of Throws, base attack bonus +12.

    Benefit
    As a full round action, you may throw a light weaponat your full base attack bonus at each opponent within range, to a limit of one target per point of base attack bonus.


    GREATER SWARM OF ARROWS [Warrior]
    Prerequisites
    Dex 19, Rapid Shot, Swarm of Arrows, base attack bonus +12.

    Benefit
    As a full round action, you may fire an arrow at your full base attack bonus at each opponent within range, to a limit of one target per point of base attack bonus.


    GREATER TOUGHNESS [Warrior]
    Benefit
    As the Improved Toughness feat (Complete Warrior), plus you gain 1 additional hit point.

    Special
    You may take this feat more than once. Its effects stack.


    GREATER TWO-WEAPON FIGHTING [Warrior]
    Prerequisites
    Dex 17, Two-Weapon Fighting, base attack bonus +1.

    Benefit
    You do not take any penalties to your attack roll when fighting with two weapons, even when wielding a one-handed weapon in each hand.


    GREATER WEAPON SPECIALIZATION [Warrior]
    Prerequisites
    Base attack bonus +12, Weapon Specialization with selected weapon, Weapon Focus with selected weapon.

    Benefit
    Choose one weapon you have Weapon Specialization and Weapon Focus in. You gain a +2 bonus on all attack and damage rolls you make using the selected weapon. This bonus stacks with other bonuses on attack and damage rolls, including the one from Weapon Specialization.

    Special
    You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon.


    HEADLONG POUNCE [Warrior]
    Prerequisites
    Base attack bonus +3.

    Benefit
    As a full-round action you may make a charge with a full attack in place of your single charge attack, but following your attacks you are staggered until the end of your next turn. You cannot use this feat while winded.


    HOLD THE LINE [Warrior]
    Benefit
    As the Hold the Line feat (Complete Warrior).


    IMPROVED CRITICAL [Warrior]
    Prerequisites
    Base attack bonus +3.

    Benefit
    Your critical threat range is doubled for all attacks. You gain a +4 competence bonus on attack rolls made to confirm a critical threat.

    Special
    This effect doesn’t stack with any other effect that expands the threat range of a weapon, although the bonus on confirmation rolls stacks as normal.


    IMPROVED GRAPPLE [Warrior]
    Benefit
    As core Improved Grapple feat. Additionally, treat your base attack bonus as being equal to your level for the purpose of calculating your grapple modifier.


    IMPROVED UNARMED STRIKE [Warrior]
    Benefit
    You become proficient with unarmed strikes, if you weren't already. Your unarmed damage increases as per a monk's unarmed damage progression.


    LUNGING STRIKE [Warrior]
    Prerequisites
    Dex 13.

    Benefit
    When you make an attack with a melee weapon, you may choose to add a five foot increase to your attack's reach (apply this bonus after any effects that multiply the length of your reach). If you do so, your attack provokes attacks of opportunity. This feat has no effect on the area you threaten.


    MIGHTY DEFENSE [Warrior]
    Prerequisites
    Con 17, Defensive Stance, Greater Defensive Stance, base attack bonus +18.

    Benefit
    Your bonuses to Strength, Constitution, armor class and saves in your defensive stance increase to +6.


    MIGHTY RAGE [Warrior]
    Prerequisites
    Con 17, Rage, Greater Rage, base attack bonus +18.

    Benefit
    Your bonuses to Strength and Constitution during your rage each increase to +8, and your morale bonus on Will saves increases to +4. The penalty to AC remains at -2.


    MOBILE DEFENSE [Warrior]
    Prerequisites
    Con 13, Dex 13, Defensive Stance, base attack bonus +9.

    Benefit
    You can adjust your position while maintaining a defensive stance. While in a defensive stance, you can take one 5-foot step each round without losing the benefit of the stance.


    POWER ATTACK [Warrior]
    Prerequisite
    Str 13

    Benefit
    As the core Power Attack feat.


    PRECISE SHOT [Warrior]
    Benefit
    As the core Precise Shot and Point Blank Shot feats combined.


    PRESSING TACTICS [Warrior]
    Benefit
    As the core Improved Bull Rush and Improved Overrun feats combined.


    RAGE [Warrior]
    Prerequisites
    Base attack bonus +1.

    Benefit
    As the barbarian class feature, once per day. You cannot activate your rage if you are winded.


    RAPID SHOT [Warrior]
    Prerequisites
    Dex 15, Precise Shot

    Benefit
    As the core Rapid Shot, Rapid Reload (all crossbows), and Manyshot feats combined.


    STEELY RESOLVE [Warrior]
    Prerequisites
    Endurance.

    Benefit
    As the crusader class feature (Tome of Battle).


    STORM OF THROWS [Warrior]
    Prerequisites
    Dex 17, Rapid Shot, Improved Initiative base attack bonus +6.

    Benefit
    As a full round action, you may throw a light weapon at your full base attack bonus at each opponent within 30 feet, to a limit of one target per point of base attack bonus. All light weapons thrown need not be the same type.


    SWARM OF ARROWS [Warrior]
    Prerequisites
    Dex 17, Rapid Shot, base attack bonus +6.

    Benefit
    As a full round action, you may fire an arrow at your full base attack bonus at each opponent within 30 feet, to a limit of one target per point of base attack bonus.


    THICK SKINNED [Warrior]
    Prerequisites
    Con 15, Endurance, base attack bonus +6.

    Benefit
    You gain damage reduction 1/-, as the barbarian class feature.

    Special
    You may gain this feat multiple times, but you cannot gain more than 1 point of damage reduction for every 4 levels.


    [b]TIRELESS RAGE [Warrior]

    Prerequisites
    Con 15, Rage, base attack bonus +9.

    Benefit
    You are not fatigued at the end of a rage. You can enter a rage even while winded, and while raging you may ignore the effects of any condition that would render you winded.


    TOUGHNESS [Warrior]
    Benefit
    As the core Toughness feat and Improved Toughness (Complete Warrior) combined. You may not take this feat more than once.


    TWO-WEAPON DEFENSE [Warrior]
    Prerequisites
    Dex 13.

    Benefit
    When wielding a double weapon or two weapons (not including natural weapons or unarmed strikes), you gain a +1 shield bonus to your AC. This shield bonus increases to +2 if your base attack bonus is +6 or higher, to +3 if your base attack bonus is +11 or higher, and to +4 if your base attack bonus is +16 or higher.

    When you are fighting defensively or using the total defense action, the shield bonus received is doubled.


    TWO-WEAPON FIGHTING [Warrior]
    Prerequisite
    Dex 15.

    Benefit
    Your penalties on attack rolls for fighting with two weapons are reduced. The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6. See the Two-Weapon Fighting special attack. You can make as many attacks with your off-hand weapon as with your primary weapon, using the same base attack bonus.

    Normal
    If you wield a second weapon in your off hand, you can get one extra attack per round with that weapon. When fighting in this way you suffer a -6 penalty with your regular attack or attacks with your primary hand and a -10 penalty to the attack with your off hand. If your off-hand weapon is light the penalties are reduced by 2 each. (An unarmed strike is always considered light.)


    WEAPON FINESSE [Warrior]
    Benefit
    As the core Weapon Finesse feat. Additionally, when using a weapon with which Weapon Finesse applies you may choose to ignore the damage penalty imposed by a Strength modifier below 0.


    WEAPON FOCUS [Warrior]
    Prerequisites
    Proficiency with selected weapon.

    Benefit
    Choose one weapon. You gain a +1 bonus on all attack and damage rolls you make using the selected weapon.

    Special
    You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon.


    WEAPON MASTERY [Warrior]
    Prerequisites
    Weapon Focus.

    Benefit
    Each time you take this feat, choose a number of weapons you are proficient in equal to 3 + your Intelligence modifier (minimum 1). The benefits of any weapon-specific feats you know (such as Weapon Focus, Weapon Specialization, etc.) apply to all the chosen weapons.

    Special
    You may take this feat more than once, choosing additional weapons each time.


    WEAPON PROFICIENCY [Warrior]
    Benefit
    Choose a number of weapons equal to 3 + your Intelligence modifier (minimum 1). You gain proficiency with the selected weapons.


    WEAPON SPECIALIZATION [Warrior]
    Prerequisites
    Base attack bonus +3, Weapon Focus.

    Benefit
    Choose one weapon you have Weapon Focus in. You gain a +2 bonus on all attack and damage rolls you make using the selected weapon. This bonus stacks with similar bonuses from other feats, including the bonuses from Weapon Focus.

    Special
    You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon.


    WHIRLWIND ATTACK [Warrior]
    Prerequisites
    Dex 13, base attack bonus +3.

    Benefit
    When you use the full attack action, you can give up your regular attacks and instead make one melee attack at your full base attack bonus against each opponent within your threatened area. When you use the Whirlwind Attack feat, you forfeit any bonus or extra attacks granted by other feats, spells, or abilities.

    If you move for any reason while using this ability, you immediately forfeit the remainder of your attacks.
    Last edited by TeeEl; 2008-08-07 at 11:17 PM.

  3. - Top - End - #3
    Dwarf in the Playground
    Join Date
    Mar 2008

    Default Re: 3.5e overhaul: generic classes homebrew project

    Expert feats:
    Spoiler
    Show

    ACROBATIC CHARGE [Expert]
    Prerequisite
    Balance 6 ranks.

    Benefit
    You can charge in situations where others cannot. You may charge over difficult terrain that normally slows movement. Depending on the circumstance, you may still need to make appropriate checks to successfully move over the terrain.


    ANIMAL COMPANION [Expert]
    Prerequisite
    Wild Empathy, Knowledge (nature) 4 ranks.

    Benefit
    You acquire an animal companion, as the druid class feature. Your effective druid level is equal to one-half your level (minimum 1).


    BLINDSENSE [Expert]
    Prerequisite
    Wis 13, Listen 9 ranks, Blind-Fight.

    Benefit
    You gain blindsense out to 30'.


    BLINDSIGHT[Expert]
    Prerequisite
    Wis 15, Listen 15 ranks, Blindsense, Blind-Fight.

    Benefit
    You gain blindsight out to 30'.


    Benefit
    You gain blindsense out to 30'.


    BLIND-FIGHT [Expert]
    Benefit
    As the core Blind-Fight feat.


    DEFENSIVE ROLL [Expert]
    Prerequisite
    Dex 13, base Reflex save +2.

    Benefit
    You can roll with a blow to take less damage from it than you otherwise would. As an immediate action, when you take damage in combat from a weapon or other blow (not a spell or special ability) you can attempt to roll with the damage. You must attempt a Reflex saving throw (DC = 5 + damage dealt). If the save succeeds, you take only half damage from the blow; if it fails, you take full damage. Succeed or fail you fall prone and are staggered until the end of your next turn. You must be aware of the attack and able to react to it in order to execute your defensive roll—-if you are denied your Dexterity bonus to AC, you can’t use this ability. The Evasion special ability does not apply to this Reflex saving throw.


    DODGE [Expert]
    Prerequisite
    Dex 13.

    Benefit
    You receive a +1 dodge bonus to Armor Class. You get an additional +4 dodge bonus to Armor Class against attacks of opportunity caused when you move out of or within a threatened area, as the core Mobility feat.


    EVASION [Expert]
    Prerequisite
    Dex 13, base Reflex save +3.

    Benefit
    As the monk class feature.


    EXPANDED INSPIRATIONAL PERFORMANCES [Expert]
    Prerequisite
    Cha 11, Inspirational Performance, Perform 4 ranks.

    Benefit
    Choose any two extraordinary inspirational performance abilities you meet the prerequisite for. You can use daily uses of your inspirational performance ability to produce these effects.

    Special
    If you have the Magical Performance feat, you may choose supernatural inspirational performance abilities in place of extraordinary ones.


    EXTRA ANIMAL COMPANION [Expert]
    Prerequisite
    Animal Companion, Wild Empathy, Knowledge (nature) 9 ranks.

    Benefit
    You acquire an additional animal companion. Treat your effective druid level as being 3 levels lower than for your primary animal companion for the purposes of determining your additional animal companion's abilities.

    Special
    You may take this feat more than once, gaining an additional animal companion each time, but no more than one for every two levels.


    EXTRA INSPIRATION [Expert]
    Prerequisite
    Cha 11, Inspirational Performance.

    Benefit
    You may use your inspirational abilities an extra four times per day.

    Special
    You may take this feat more than once. Its effects stack.


    FAVORED ENEMY [Expert]
    Prerequisite
    Track.

    Benefit
    As the ranger class feature. If you choose a humanoid or outsider subtype as your favored enemy, your favored enemy bonus against the chosen subtype is 50% higher than normal.


    FLEET FOOTED [Expert]
    Prerequisite
    Run, balance 6 ranks, tumble 6 ranks.

    Benefit
    You gain an enhancement bonus of +10 ft. to your base land speed when wearing light or no armor and carrying no more than a light load.

    Whenever you suffer falling damage, you take damage as if the fall were 10 ft. shorter than it actually is. If you are within arms' reach of a wall you can use it to slow your distance further, letting you treat the fall as if it were 20 ft. shorter instead.

    Special
    You may take this feat more than once, up to a limit of one time for every three levels. Its effects stack.


    FLURRY OF BLOWS [Expert]
    Prerequisite
    Dex 13, Weapon Focus with at least one light weapon.

    Benefit
    When making a full attack using a light melee or thrown weapon (or weapons) that you have Weapon Focus in, you may make one extra attack. This attack is made at your highest base attack bonus, but this attack takes a -2 penalty, as does each other attack made that round. This penalty applies for 1 round, so it also affects attacks of opportunity you make before your next action.

    You may not use this ability while wearing medium or heavy armor or using a shield.


    FOOTWORK [Expert]
    Prerequisite
    Dex 13.

    Benefit
    You can take a 5-foot step as a move action, even if you have already taken a 5-foot step in the same round.


    GREAT FORTITUDE [Expert]
    Benefit
    As the core Great Fortitude feat. Additionally, your bonus on Fortitude saves increases by +1 for every 5 character levels you have.


    GREATER ANIMAL COMPANION [Expert]
    Prerequisites
    Animal Companion, Wild Empathy, Knowledge (nature) 4 ranks.

    Benefit
    Your effective druid level for determining your animal companion's abilities is equal to your full character level.


    GREATER DODGE [Expert]
    Prerequisites
    Dex 13, Tumble 9 ranks, Dodge.

    Benefit
    You gain a +1 dodge bonus to AC for every five character levels you have, up to a maximum of +4 AC at level 20. This bonus stacks with all other dodge bonuses, including the bonus from the Dodge feat. A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses.


    GREATER FAVORED ENEMY [Expert]
    Prerequisites
    Favored Enemy, Track.

    Benefit
    You gain two additional favored enemy bonuses. For each bonus you may either gain a +2 bonus against a new creature type, or increase the bonus against one of your existing favored enemy creature types by +2, but you may not increase an existing bonus to a value higher than your level.

    If you choose a humanoid or outsider subtype, all bonuses and limitations are increased by 50% (thus you choose a humanoid or outsider subtype at a +3 bonus and increase your bonus in +3 increments, and can increase your bonus against a subtype to a maximum of one and a half times your level).


    GREATER FLURRY OF BLOWS [Expert]
    Prerequisites
    Dex 17, Improved Flurry of Blows, Flurry of Blows, Weapon Focus in at least one light weapon.

    Benefit
    When using your flurry of blows ability you may make a second extra attack at your full base attack bonus.


    GREATER INSIGHTFUL DODGE [Expert]
    Prerequisites
    Dex 13, Int 13, Insightful Dodge, base Reflex save +3.

    Benefit
    You retain your Intelligence bonus to AC even when wearing light armor, so long as you meet the other restrictions for Insightful Dodge. Your Intelligence bonus counts against your armor's maximum Dexterity bonus for the purpose of determining the maximum bonus from your combined Intelligence and Dexterity modifiers.


    GREATER INTUITIVE DODGE [Expert]
    Prerequisites
    Dex 13, Wis 13, Intuitive Dodge, base Reflex save +3.

    Benefit
    You retain your Wisdom bonus to AC even when wearing light armor, so long as you meet the other restrictions for Intuitive Dodge. Your Wisdom bonus counts against your armor's maximum Dexterity bonus for the purpose of determining the maximum bonus from your combined Wisdom and Dexterity modifiers.


    GREATER SKILL FOCUS [Expert]
    Prerequisites
    Skill Focus, any skill 9 ranks.

    Benefit
    Choose two skills in which you have Skill Focus. You gain a +5 bonus on any checks using the chosen skills. This bonus stacks with any other bonuses, including the one from Skill Focus.

    Special
    You may take this feat more than once. Its effects do not stack. Each time you take the feat, choose two additional skills.


    HIDE IN PLAIN SIGHT [Expert]
    Prerequisites
    Hide 15 ranks, Nature's Camouflage or Night Camouflage.

    Benefit
    As long as you meet the conditions for using your camouflage ability, you can hide even while being observed.


    IMPROVED EVASION [Expert]
    Prerequisite
    Dex 15, Evasion, base Reflex save +6.

    Benefit
    As the monk class feature.


    IMPROVED FLURRY OF BLOWS [Expert]
    Prerequisites
    Dex 15, Flurry of Blows, Weapon Focus in at least one light weapon, base attack bonus +3.

    Benefit
    You take no penalty on attack rolls when using your Flurry of Blows ability.


    IMPROVED INITIATIVE [Expert]
    Benefit
    As core Improved Initiative and Quick Draw feats combined.


    IMPROVED UNCANNY DODGE [Expert]

    Prerequisite
    Dex 13, base Reflex bonus +5.

    Benefit
    You can no longer be flanked.


    INSIGHTFUL DODGE [Expert]
    Prerequisite
    Dex 13, Int 13, base Reflex save +2.

    Benefit
    When unarmored, unencumbered, and wielding a melee weapon (including unarmed strikes if you are proficient in them), you may add your Intelligence bonus to AC. This bonus to AC applies even against touch attacks or when you are flat-footed. You lose this bonus when you are immobilized or helpless, when you wear any armor, when you carry a shield, or when you carry a medium or heavy load.


    INSPIRATIONAL PERFORMANCE [Expert]
    Prerequisite
    Cha 11, Perform 4 ranks.

    Benefit
    You gain the ability to ability to inspire nearly magical effects from those around you. Choose a single extraordinary inspiration ability that you meet the prerequisites for. You can use this ability a number of times per day equal to 1/2 your level + your Cha modifier.


    INTUITIVE DODGE [Expert]
    Prerequisite
    Dex 13, Wis 13, base Reflex save +2.

    Benefit
    When unarmored and unencumbered, you may add your Wisdom bonus to AC. This bonus to AC applies even against touch attacks or when you are flat-footed. You lose this bonus when you are immobilized or helpless, when you wear any armor, when you carry a shield, or when you carry a medium or heavy load.


    IRON WILL [Expert]
    Benefit
    As the core Iron Will feat. Additionally, your bonus on Will saves increases by +1 for every 5 character levels you have.


    JACK OF ALL TRADES [Expert]
    Prerequisite
    Lore.

    Benefit
    You can use any skill as a trained skill, even if you have no skill ranks in it. When making a skill check you may opt to add a bonus equal to 1/2 your level in place of your actual skill ranks.


    LIGHTNING REFLEXES [Expert]
    Benefit
    As the core Lightning Reflexes feat. Additionally, your bonus on Reflex saves increases by +1 for every 5 character levels you have.


    LORE [Expert]
    Benefit
    As the bard's bardic knowledge class feature. Treat your bard level for purposes of the check as equal to your level.


    METTLE [Expert]
    Prerequisites
    Con 13, Endurance.

    Benefit
    As the hexblade class feature (Complete Warrior).


    NATURE'S CAMOUFLAGE [Expert]
    Prerequisites
    Hide 10 ranks, Knowledge (nature) 10 ranks.

    Benefit
    You can use the Hide skill in any sort of natural terrain, even if the terrain doesn’t grant cover or concealment.


    NIGHT CAMOUFLAGE [Expert]
    Prerequisites
    Hide 10 ranks, Move Silently 10 ranks.

    Benefit
    You can use the Hide skill so long as there is a shadow within 10 feet, even if you have no cover or concealment. You cannot hide in your own shadow, however.


    OPPORTUNIST [Expert]
    Prerequisite
    Dex 13, Combat Reflexes, base attack bonus +3.

    Benefit
    As an immediate action, you may take an attack of opportunity against an opponent who has just been struck for damage in melee by another character.


    POISON USE [Expert]
    Benefit
    As the core assassin class feature.


    PRACTICED SNEAK [Expert]
    Prerequisites
    Sudden Strike.

    Benefit
    Your sudden strike or sneak attack dice increase by +2d6, up to a maximum number of dice equal to one-half your character level (rounding up).

    Special
    You may take this feat more than once. Its effects stack, although your total sneak attack dice cannot exceed one-half your character level.


    PRONE FIGHTING [Expert]
    Prerequisites
    Dex 13.

    Benefit
    As the Prone Fighting feat, Complete Warrior.


    RUN [Expert]
    Benefit
    As the core Run feat. Additionally you gain a competence bonus to your land speed of +10 feet.


    SKILL FOCUS [Expert]
    Benefit
    Choose two skills. You gain a +5 bonus on any checks using the chosen skills.

    Special
    You may take this feat more than once. Its effects do not stack. Each time you take the feat, choose two additional skills.


    SKILL MASTERY [Expert]
    Prerequisite
    Any skill 12 ranks.

    Benefit
    As the rogue special ability.


    SNEAK ATTACK [Expert]
    Prerequisite
    Sudden Strike.

    Benefit
    You gain the sneak attack ability (as the rogue class feature) in place of (not stacking with) your sudden strike ability, with sneak attack damage equal to your previous sudden strike damage.


    SPELL DEFENSE [Expert]
    Benefit
    Choose one school of magic. You gain a +3 bonus on saving throws against spells and effects from the chosen school.

    Special
    You can gain this feat multiple times. Its effects do not stack. Each time you choose the feat, it applies to a new school of magic.


    SPRING ATTACK [Expert]
    Prerequisites
    Dex 13, Dodge, base attack bonus +3.

    Benefit
    As the core Spring Attack feat.


    SUDDEN STRIKE [Expert]
    Benefit
    As the ninja class feature (Complete Adventurer), with a damage bonus of +1d6. This damage does not scale with level.


    SUPERIOR INTIATIVE [Expert]
    Prerequisites
    Improved Initiative, base attack bonus +12.

    Benefit
    You gain a +4 bonus on initiative checks. This bonus stacks with any other bonus to initiative, including the bonus from Improved Initiative (giving you a total of +8).


    TRACK [Expert]
    Benefit
    As the core Track feat.


    TRAP SENSE [Expert]
    Prerequisites
    Search 4 ranks.

    Benefit
    As the rogue trapfinding and trap sense class features combined.


    UNCANNY DODGE [Expert]
    Prerequisite
    Dex 13, base Reflex bonus +3.

    Benefit
    As the barbarian/rogue class feature.


    WILD EMPATHY [Expert]
    Prerequisites
    Knowledge (nature) 4 ranks.

    Benefit
    As the druid class feature. Your effective druid level for this ability is equal to your level.


    WOODLAND STRIDE [Expert]
    Prerequisites
    Knowledge (nature) 4 ranks, Survival 4 ranks.

    Benefit
    As the woodland stride and trackless step druid class features, combined.
    Last edited by TeeEl; 2008-10-03 at 01:08 AM.

  4. - Top - End - #4
    Dwarf in the Playground
    Join Date
    Mar 2008

    Default Re: 3.5e overhaul: generic classes homebrew project

    (Note that spells per day are determined by your base caster level, as given on the tables in the next post. Your base caster level is determined by your character level and spellcaster tier only, so even if you boost caster level through feats like Practiced Spellcaster you do not gain any extra spells per day or higher levels of spells.)

    Spellcaster feats:
    Spoiler
    Show

    ADVANCED ARCANE KNACK [Spellcaster]
    Prerequisite
    Cha 13, Arcane Knack.

    Benefit
    Your spontaneous arcane spell list increases to include all 2nd and 3rd level sorcerer spells.

    Special
    You can take this feat multiple times. Each time you take this feat, add all sorcerer spells of the next two higher spell levels to your spontaneous arcane spell list.


    ADVANCED ARCANE PREPARATION [Spellcaster]
    Prerequisite
    Int 11, Arcane Preparation, Arcane Training, caster level 1st.

    Benefit
    The maximum level of spell slots you can access with your prepared arcane casting increases by 1. To prepare and cast an arcane spell you must have an Intelligence score of 10 + the spell level.

    Special
    You can take this feat multiple times, gaining access to a higher level of spell slots each time (up to 9th level), so long as you meet the requisite caster level.


    ADVANCED ARCANE SPONTANEITY [Spellcaster]
    Prerequisite
    Cha 11, Arcane Spontaneity, Arcane Knack, caster level 1st.

    Benefit
    The maximum level of spell slots you can access with your spontaneous arcane casting increases by 1. To spontaneously an arcane spell you must have a Charisma score of 10 + the spell level.

    When you select this feat you can choose to learn a new spell in place of one you already know, "losing" the old spell in place of the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level spontaneous arcane spell you can cast. You may swap only a single spell each time you take this feat, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.

    Special
    You can take this feat multiple times, gaining access to a higher level of spell slots each time (up to 9th level), so long as you meet the requisite caster level.

    Note that your spell list might not have any spells above 1st level unless you have the Advanced Arcane Knack feat, although you may still use higher level slots to cast spells you know of a lower level.


    ADVANCED DIVINE INSIGHT [Spellcaster]
    Prerequisite
    Cha 13, Divine Insight.

    Benefit
    Your spontaneous divine spell list increases to include all 2nd and 3rd level cleric spells.

    Special
    You can take this feat multiple times. Each time you take this feat, add all cleric spells of the next two higher spell levels to your spontaneous divine spell list.


    ADVANCED DIVINE PREPARATION [Spellcaster]
    Prerequisite
    Wis 11, Divine Preparation, Granted Domains, caster level 1st.

    Benefit
    The maximum level of spell slots you can access with your prepared divine casting increases by 1. To prepare and cast a divine spell you must have a Wisdom score of 10 + the spell level.

    Special
    You can take this feat multiple times, gaining access to a higher level of spell slots each time (up to 9th level), so long as you meet the requisite caster level.


    ADVANCED DIVINE SPONTANEITY [Spellcaster]
    Prerequisite
    Cha 11, Divine Spontaneity, Divine Insightf, caster level 1st.

    Benefit
    The maximum level of spell slots you can access with your spontaneous divine casting increases by 1. To spontaneously an arcane spell you must have a Charisma score of 10 + the spell level.

    When you select this feat you can choose to learn a new spell in place of one you already know, "losing" the old spell in place of the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level spontaneous arcane spell you can cast. You may swap only a single spell each time you take this feat, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.

    Special
    You can take this feat multiple times, gaining access to a higher level of spell slots each time (up to 9th level), so long as you meet the requisite caster level.

    Note that your spell list might not have any spells above 1st level unless you have the Advanced Divine Insight feat, although you may still use higher level slots to cast spells you know of a lower level.


    ARCANE GRACE [Spellcaster]
    Prerequisite
    Cha 13, Eldritch Pact.

    Benefit
    You add your Charisma bonus to saving throws against spells and spell-like effects.


    ARCANE KNACK [Spellcaster]
    Prerequisite
    Cha 11.

    Benefit
    You gain a spontaneous arcane spell list consisting of all 0- and 1st level sorcerer spells. This feat does not grant you the ability to cast spells on your own, but you may freely use spell trigger items of the associated spells. You may use spell completion items of these spells so long as your Cha score is equal to at least 10 + the spell's level, although you may still have to make a caster level check to succeed.


    ARCANE PREPARATION [Spellcaster]
    Prerequisite
    Int 11, Arcane Training.

    Benefit
    You gain a prepared arcane spellcasting progression. You may prepare and cast level 0 wizard spells of any school you have Arcane Training in, so long as you have an Intelligence score of at least 10. The Difficulty Class for a saving throw against these spells is 10 + the spell level + your Intelligence modifier. You have a limited capacity for the number of level 0 spells you can prepare at once, as given on Table: Spell Capacity by Caster Level.


    ARCANE SPONTANEITY [Spellcaster]
    Prerequisite
    Cha 11, Arcane Knack.

    Benefit
    You gain a spontaneous arcane spellcasting progression. You have a limited number of spells known chosen from your spontaneous arcane spell list, given on Table: Spell Capacity by Caster Level. You may spontaneously cast any level 0 arcane spell you know, so long as you have a Charisma score of at least 10. The Difficulty Class for a saving throw against these spells is 10 + the spell level + your Charisma modifier. You have a limited number of spontaneous arcane spells per day, as given on Table: Spell Capacity by Caster Level.


    ARCANE TRAINING [Spellcaster]
    Prerequisite
    Int 11.

    Benefit
    Choose a single school of magic. You gain a prepared arcane spell list consisting of all wizard spells of this school, plus the universal school and all level 0 wizard spells of any school. This feat does not grant you the ability to cast spells on your own, but you may freely use spell trigger items of the associated spells. You may use spell completion items of these spells so long as your Int score is equal to at least 10 + the spell's level, although you may still have to make a caster level check to succeed.

    Special
    You may take this feat more than once, choosing an additional school each time and adding it to your existing prepared arcane spell list.


    AUGMENT DAMAGE [Spellcaster]
    Prerequisite
    Spell Focus (evocation)

    Benefit
    Whenever you cast a spell that deals hit point damage, add your Intelligence bonus (if any) to the damage it deals. Each target damaged by this spell takes this extra damage no more than once per round, even if the spell damages a single target multiple times in a given round.


    AUGMENT SUMMONING [Spellcaster]
    Prerequisite
    Spell Focus (conjuration)

    Benefit
    As the core Augment Summoning feat.


    AURA OF COURAGE [Spellcaster]
    Prerequisites
    Cha 13, Divine Aura.

    Benefit
    As the core paladin class feature.


    AURA OF UNLUCK [Spellcaster]
    Prerequisites
    Cha 13, Hex, Eldritch Pact, base Will save +8.

    Benefit
    As a swift action you can use one of your daily hex uses to activate an aura of misfortune. Any melee or ranged attack made against you has a 20% chance to miss. If an enemy misses you due to the miss chance granted by this ability you may activate your hex ability against them as an immediate action without counting against your daily hex uses.


    BATTLE CASTER [Spellcaster]
    Prerequisite
    Combat Casting, proficiency with medium armor.

    Benefit
    You can cast spells without any spell failure chance due to any armor or shield you wear.


    CHANNEL SPELL [Spellcaster]
    Prerequisite
    Combat Casting, base attack bonus +3.

    Benefit
    As a move action, you can channel any 5th level or lower touch spell you can cast with a casting time of 1 standard action or less into your melee weapon (including a natural weapon, if you choose), using up the spell as if you had cast it. The channeled spell affects the next target you successfully attack with your weapon (saving throws and spell resistance still apply). The spell is discharged from the weapon, which can then hold another spell. You can only have a single spell channeled at a time.


    CHANNELED POWER [Spellcaster]
    Prerequisite
    Wis 11, Granted Domains.

    Benefit
    Choose one domain you have access to. You gain one channeled power from that domain. You may use your channeled powers 3 + Cha times per day.

    Special
    You may take this feat more than once, choosing an additional channeled power each time. Your total number of channeled power uses per day remains the same.


    COMBAT CASTING [Spellcaster]
    Benefit
    You get a +4 bonus on Concentration checks made to cast a spell or use a spell-like ability while on the defensive or while you are grappling or pinned. You can cast spells while wearing light armor or using a light shield or buckler without suffering any spell failure chance.


    DARK INVOCATION [Spellcaster]
    Prerequisite
    Cha 17, Greater Invocation, Lesser Invocation, Eldritch Invocation, Eldritch Pact, caster level 16th.

    Benefit
    You gain access to dark warlock invocations. You learn one additional invocation of any grade, and may additionally choose to replace any one least, lesser, or greater invocation you know with an invocation of equal or lesser grade.


    DARK SERVANT [Spellcaster]
    Prerequisite
    Cha 13, Hex, Eldritch Pact, base Will save +3.

    Benefit
    You can use your hex to summon a shadowy creature of darkness. As a swift action, you use one of your daily uses of your hex ability to call your dark servant into being in a single square up to 120 feet away. Any enemies occupying a square adjacent to the dark servant suffer a -2 penalty on attacks, saves, ability checks, skill checks, weapon damage, and AC (no save). The dark servant remains for 1 hour, and moves as you will it on your turn (a free action) using your base movement speeds. The dark servant is intangible and cannot be damaged or destroyed, although it can be dispelled by a dispel magic effect (treat the dark servant as a spell with a level equal to 1/3 your caster level).

    You can only have one dark servant active at a time, but may still use your hex ability as normal while it is active. The penalties from your hex stack with those imposed by the dark servant.

    If you reduce a creature under the influence of your dark servant to 0 or fewer hit points, you can choose to recall it as a free action. The dark servant is immediately dismissed and you regain one daily use of your hex ability.


    DIRE HEX [Spellcaster]
    Prerequisites
    Cha 13, Greater Hex, Eldritch Pact, base Will save +11.

    Benefit
    The penalties imposed by your hex increase to -6.


    DIVINE AURA [Spellcaster]
    Prerequisite
    Cha 13, access to the Chaos, Evil, Good, or Law domain

    Benefit
    Your magical powers manifest themselves as a detectable aura. Choose one alignment you have access to the relevant domain for: Chaos, Evil, Good, or Law. You emanate an aura of the chosen alignment equivalent to a cleric of your level (see the detect evil spell).

    The magical connection provided by your aura gives you the ability to use certain detection spells at will as a spell-like ability. You can detect the opposite of their alignment (a character with an aura of good could detect evil at will, and so on).


    DIVINE GRACE [Spellcaster]
    Prerequisite
    Cha 13, Divine Aura.

    Benefit
    You add your Charisma bonus to all saving throws.


    DIVINE INSIGHT [Spellcaster]
    Prerequisite
    Cha 11.

    Benefit
    You gain a spontaneous divine spell list consisting of all 0- and 1st level cleric spells (but not domain spells). This feat does not grant you the ability to cast spells on your own, but you may freely use spell trigger items of the associated spells. You may use spell completion items of these spells so long as your Cha score is equal to at least 10 + the spell's level, although you may still have to make a caster level check to succeed.


    DIVINE PREPARATION [Spellcaster]
    Prerequisite
    Wis 11, Granted Domains.

    Benefit
    You gain a prepared divine spellcasting progression. You may prepare and cast level 0 divine spells, so long as you have a Wisdom score of at least 10. The Difficulty Class for a saving throw against these spells is 10 + the spell level + your Wisdom modifier. You have a limited capacity for the number of level 0 spells you can prepare at once, as given on Table: Spell Capacity by Caster Level.


    DIVINE SPONTANEITY [Spellcaster]
    Prerequisite
    Cha 11, Divine Insight

    Benefit
    You gain a spontaneous divine spellcasting progression. You have a limited number of spells known chosen from your spontaneous divine spell list, given on Table: Spell Capacity by Caster Level. You may spontaneously cast any level 0 divine spell you know from this spell list, so long as you have a Charisma score of at least 10. The Difficulty Class for a saving throw against these spells is 10 + the spell level + your Charisma modifier. You have a limited number of spontaneous divine spells per day, as given on Table: Spell Capacity by Caster Level.


    DOMAIN SPONTANEITY [Spellcaster]
    Prerequisite
    Wis 11, Advanced Divine Preparation, Divine Preparation, Granted Domains, caster level 1st.

    Benefit
    Choose one of your granted domains. You may "lose" a prepared divine spell to spontaneously cast a spell of equal or lower level from the chosen domain.


    DUAL CHANNEL [Spellcaster]
    Prerequisite
    Combat Casting, Channel Spell, ability to cast 4th level spells, base attack bonus +12.

    Benefit
    As a move action, you can channel a second touch spell into a weapon that already holds a spell from your Channel Spell ability. Both spells are discharged against the next target you successfully attack with your weapon.


    ECLECTIC LEARNING [Spellcaster]
    Prerequisite
    Ability to cast 1st level spells.

    Benefit
    Choose any one spell of a level at least one lower than the highest level of spell you can cast. You may add this spell to your spell list (and spells known, if applicable) at a level one higher than it would usually be cast.


    ELEMENTAL WILD SHAPE [Spellcaster]
    Preqrequisite
    Wis 15, Knowledge (nature) 17 ranks, Large Wild Shape, Wild Empathy, Wild Shape, Granted Domain (Animal, one of Air, Earth, Fire, or Water).

    Benefit
    You may choose a Small, Medium, or Large elemental of a type matching any elemental domain you have access to (air, earth, fire, or water). You may assume the form of this elemental when using your wild shape ability. When you wild shape into an elemental form you gain all the elemental’s extraordinary, supernatural, spell-like abilities, and feats, but retain your own creature type.

    Special
    If you have the Elemental Wild Shape feat, you may choose an elemental form meeting the above guidelines as a new wild shape form when you take the Extra Forms feat.


    ELDRITCH BLAST [Spellcaster]
    Prerequisite
    Cha 11, Eldritch Pact, caster level 1st.

    Benefit
    As the warlock class feature (Complete Arcane), dealing 1d6 damage. This damage does not scale with level.


    ELDRITCH INVOCATION [Spellcaster]
    Prerequisite
    Cha 11, Eldritch Pact, caster level 1st.

    Benefit
    You gain the use of a single least warlock invocation, as the warlock class feature (Complete Arcane).


    ELDRITCH PACT [Spellcaster]
    Prerequisite
    Cha 11.

    Benefit
    You can use detect magic (as the spell) at will.


    ELDRITCH RESISTANCE [Spellcaster]
    Prerequisite
    Cha 11, Eldritch Pact, base Will save +3.

    Benefit
    You gain damage reduction 1/cold iron.

    Special
    You may take this feat multiple times. Each time, your damage reduction improves by 1, to a maximum of 1 point of damage reduction for every 2 levels.


    EXPANDED SPELL CAPACITY [Spellcaster]
    Prerequisite
    Ability to cast spells

    Benefit
    Choose one spellcasting progression. Your maximum spell slot capacity for this spellcasting progression increases by 1. This feat does not give you any additional spells per day; it only raises the limit on the number of spells per day you would be entitled to based on your caster level (see Table: Spell Capacity by Caster Level).

    Special
    You may take this feat more than once. Its effects stack.


    EXPANDED SPELL KNOWLEDGE [Spellcaster]
    Prerequisite
    Ability to spontaneously cast spells

    Benefit
    Choose one spontaneous spellcasting progression. Your maximum number of spells known for this spellcasting progression increases by 1. This feat does not give you any additional spells known; it only raises the limit on the number of spells known you would be entitled to based on your caster level (see Table: Spontaneous Spells Known by Caster Level).


    [b]EXTRA CHANNELING [Spellcaster]

    Prerequisite
    Cha 13, Divine Channeling, Granted Domains.

    Benefit
    You may activate your channeled powers an additional four times per day.

    Special
    You may take this feat more than once. Its effects stack.


    EXTRA FORMS [Spellcaster]
    Prerequisite
    Wis 13, Knowledge (nature) 6 ranks, Wild Shape, Wild Empathy, Granted Domain (animal).

    Benefit
    Choose one Small or Medium animal of 3 HD or less. You gain access to this animal as a choice to turn yourself into when using your wild shape ability.

    Additionally, you may choose any one wild shape form you previously new and replace it with any other eligible form. You lose the ability to wild shape into the old form and gain the ability to wild shape into the new form.

    Special
    You may take this feat more than once. Each time, you gain access to a new form of your choice, subject to the same limitations, and may replace a single existing wild shape form with another using the same limitations.

    If you have the Practiced Wildshaper feat or the Tiny, Large, Huge, Plant, Elemental, or Greater Elemental Wild Shape feats, you gain access to additional choices when you take this feat.


    EXTRA HEX [Spellcaster]
    Prerequisite
    Cha 13, Hex, Eldritch Pact.

    Benefit
    You may use your hex one extra time per day, plus one additional time for every four levels.

    Special
    You may take this feat more than once. Its effects stack.


    EXTRA INVOCATIONS [Spellcaster]
    Prerequisite
    Cha 11, Eldritch Invocation, Eldritch Pact, caster level 1st.

    Benefit
    You learn two extra warlock invocations of any grade you have access to.

    Special
    You may take this feat more than once, choosing an additional two invocations each time.


    EXTRA KI POWER [Spellcaster]

    Prerequisites
    Wis 13, Ki Power, base Will save +3.

    Benefit
    Your ki pool increases by 3. You also gain two ki powers of any grade you have access to.

    Special
    This feat may be taken more than once. Each time Improved Ki Power is taken, your ki pool increases by an additional 3, and you gain an additional two ki powers.


    EXTRA SHAPING [Spellcaster]
    Prerequisite
    Wis 13, Knowledge (nature) 9 ranks, Wild Shape, Wild Empathy, Granted Domain (animal).

    Benefit
    You may use your Wild Shape ability one additional time per day.

    Special
    You may take this feat more than once. Its effects stack.


    EXTRA SLOTS [Spellcaster]
    Prerequisite
    Ability to cast spells.

    Benefit
    Choose one spellcasting progression. You gain 1 extra spell per day for each level of spells. Your spells per day are still limited by your normal spell capacity limit.

    Special
    You may take this feat more than once. Its effects stack.


    EXTRA SPELLS [Spellcaster]
    Prerequisite
    Ability to spontaneously cast 1st-level spells

    Benefit
    Choose one spontaneous spellcasting progression. You gain 1 extra spell known of each level for this spontaneous progression.

    Special
    You may take this feat more than once. Its effects stack.


    GRANTED DOMAINS [Spellcaster]
    Prerequisite
    Wis 11.

    Benefit

    Choose two domains belonging to a deity you worship with a compatible alignment. You gain a prepared divine spell list consisting of all spells on these domain lists, plus all level 0 cleric spells. This feat does not grant you the ability to cast spells on your own, but you may freely use spell trigger items of the associated spells. You may use spell completion items of these spells so long as your Wis score is equal to at least 10 + the spell's level, although you may still have to make a caster level check to succeed. You do not gain any associated powers from the domains you choose.

    Special
    You may take this feat more than once, choosing two additional domains each time and adding it to your existing prepared divine spell list.


    GREATER CHANNEL SPELL [Spellcaster]
    Prerequisites
    Combat Casting, Channel Spell, ability to cast 5th level spells, base attack bonus +12.

    Benefit
    When using your Channel Spell ability, you can channel spells of up to 9th level.


    GREATER ELEMENTAL WILD SHAPE [Spellcaster]
    Preqrequisite
    Wis 17, Knowledge (nature) 20 ranks, Elemental Wild Shape, Huge Wild Shape, Large Wild Shape, Wild Empathy, Wild Shape, Granted Domain (Animal, one of Air, Earth, Fire, or Water).

    Benefit
    You may choose a Huge elemental of a type matching any elemental domain you have access to (air, earth, fire, or water). You may choose to assume the form of this elemental when using your wild shape ability. When you wild shape into an elemental form you gain all the elemental’s extraordinary, supernatural, spell-like abilities, and feats, but retain your own creature type.

    Special
    If you have the Greater Elemental Wild Shape feat, you may choose an elemental form meeting the above guidelines as a new wild shape form when you take the Extra Forms feat.


    GREATER HEX [Spellcaster]
    Prerequisites
    Cha 13, Hex, Eldritch Pact, base Will save +5.

    Benefit
    The penalties imposed by your hex increase to -4.


    GREATER INVOCATION [Spellcaster]
    Prerequisite
    Cha 15, Lesser Invocation, Eldritch Invocation, Eldritch Pact, caster level 11th.

    Benefit
    You gain access to greater warlock invocations. You learn one additional least, lesser, or greater invocation, and may additionally choose to replace any one least or lesser invocation you already know with an invocation of equal or lesser grade.


    GREATER KI POWER [Spellcaster]
    Prerequisite
    Wis 15, Lesser Ki Power, Ki Power, base Will save +7.

    Benefit
    You gain access to greater ki powers. You gain the use of a single greater, lesser, or least ki power. You may additionally choose to replace any one least or lesser ki power you already know with another ki power of equal or lower grade.


    HEX [Spellcaster]
    Prerequisites
    Cha 13, Eldritch Pact.

    Benefit
    Once per day as a swift action, you can cast a hex on a single enemy you can see within 60 feet. For 1 hour, the target takes a -2 penalty on attacks, saves, ability checks, skill checks, weapon damage, and AC. A successful Will save (DC 10 + 1/2 level + your Cha modifier) negates the modifier.

    If you reduce the target of your hex to 0 or fewer hit points, the effect immediately ends and you regain the use of your hex for the day.


    HUGE WILD SHAPE [Spellcaster]
    Preqrequisite
    Wis 13, Knowledge (nature) 18 ranks, Large Wild Shape, Practiced Wildshaper, Wild Empathy, Wild Shape, Granted Domain (Animal).

    Benefit
    You may choose a Huge animal under your Hit Dice limit as a new wild shape form. When using your wild shape ability, you may choose to assume the form of the selected animal.

    Special
    If you have the Huge Wild Shape feat, you may choose the form of a Huge animal meeting the above guidelines as a new wild shape form when you take the Extra Forms feat.


    IMPROVED IMMUNITY [Spellcaster]

    Benefit
    You become immune to all poisons and diseases, including magical and supernatural varieties.


    KI POWER [Spellcaster]

    Prerequisites
    Wis 13.

    Benefit
    You gain a pool of ki equal to your character level + 3 + your Wisdom bonus (if any). This increase overlaps (does not stack with) any existing ki pool; if you already have a ki pool from another source, use the higher value. As long as your ki pool isn't empty, you gain a +2 bonus on all Will saves.

    You gain use of a single ki power chosen from the list of least ki powers.


    LARGE WILD SHAPE [Spellcaster]
    Preqrequisite
    Wis 13, Knowledge (nature) 11 ranks, Wild Empathy, Wild Shape, Granted Domain (Animal).

    Benefit
    You may choose a Large animal under your Hit Dice limit as a new wild shape form. When you use your wild shape ability you may choose to assume the form of this animal.

    Special
    If you have the Large Wild Shape feat, you may choose the form of a Large animal meeting the above guidelines as a new wild shape form when you take the Extra Forms feat.


    LESSER INVOCATION [Spellcaster]
    Prerequisite
    Cha 13, Eldritch Invocation, Eldritch Pact, caster level 6th.

    Benefit
    You gain access to lesser warlock invocations. You learn one additional least or lesser invocation, and may additionally choose to replace any one least invocation you already know with another least invocation.


    LESSER KI POWER [Spellcaster]
    Prerequisite
    Wis 13, Ki Power, base Will save +5.

    Benefit
    You gain access to lesser ki powers. You gain the use of a single lesser or least ki power. You may additionally choose to replace any one least ki power you already know with another least ki power.


    MAGICAL PERFORMANCE [Spellcaster]
    Prerequisites
    Cha 13, Inspirational Performance, Perform 4 ranks.

    Benefit
    You can produce supernatural effects through your inspirational performance. You learn a single supernatural or spell-like inspiration ability you meet the prerequisites for.


    MULTICHANNEL [Spellcaster]
    Prerequisites
    Combat Casting, Channel Spell, Rapid Channel, ability to cast 3rd level spells, base attack bonus +12.

    Benefit
    When you make a full attack in melee you may cast a single spell using your Channel Spell ability as part of the action, with no further action required. The spell takes affect against each target you hit in melee, although each target may be affected by the channeled spell only once during the attack. Following the full attack the spell is discharged (if it would normally have lasted more than 1 round).


    NATURAL GIFT [Spellcaster]
    Prerequisite
    Wis 11, Granted Domains (any two of the following: Air, Animal, Earth, Fire, Plant, Sun, Water), Knowledge (nature) 4 ranks.

    Benefit
    You add all druid spells to your divine spell list. If have the ability to prepare and cast divine spells you may prepare and cast these spells, but are limited to preparing one druid spell per spell level. If you have access to a spell on the druid list from another source, such as from a granted domain, you may prepare as many copies of that spell as you like without counting against your single druid slot.


    PLANT WILD SHAPE [Spellcaster]
    Preqrequisite
    Wis 13, Knowledge (nature) 14 ranks, Wild Empathy, Wild Shape, Granted Domains (Animal and Plant).

    Benefit
    You may choose a plant creature under your normal size and Hit Dice restrictions as a new wild shape form. When you use your wild shape ability you may choose to assume the form of this plant.

    Special
    If you have the Plant Wild Shape feat, you may choose the form of a plant meeting the above guidelines as a new wild shape form when you take the Extra Forms feat.


    PRACTICED SPELLCASTER [Spellcaster]
    Benefit
    As the Practiced Spellcaster feat, Complete Arcane/Divine, but applies to caster level for all effects related to caster level regardless of source. (This still has no effect on your spells per day.)


    PRACTICED WARLOCK [Spellcaster]
    Prerequisites
    Cha 11, Eldritch Blast, Eldritch Pact.

    Benefit
    Your eldritch blast dice increase by +2d6, up to a maximum number of dice equal to one-half your character level (rounding up).

    Special
    You may take this feat more than once. Its effects stack, although your total eldritch blast dice cannot exceed one-half your character level.


    PRACTICED WILDSHAPER [Spellcaster]
    Preqrequisite
    Wis 13, Knowledge (nature) 9 ranks, Wild Empathy, Wild Shape, Granted Domain (Animal).

    Benefit
    When you gain a new form for your Wild Shape ability, the maximum Hit Dice of the forms you can choose increases by 4, up to a maximum of your own Hit Dice.


    RAPID CHANNEL [Spellcaster]
    Prerequisites
    Combat Casting, Channel Spell, ability to cast 2nd level spells, base attack bonus +6.

    Benefit
    When you use a standard action to make a melee attack you may cast a spell using your Channel Spell ability as part of the action, with no further action required.


    SACRED GIFT [Spellcaster]
    Prerequisite
    Wis 11, Knowledge (religion) 4 ranks, Granted Domains (any two of the following: Chaos, Death, Evil, Good, Healing, Knowledge, Law, Protection).

    Benefit
    You add all cleric spells (but not all domain spells) to your prepared divine spell list. If have the ability to prepare and cast divine spells you may prepare and cast these spells, but are limited to preparing one generic cleric spell per spell level. If you have access to a spell on the cleric list from another source, such as from a granted domain, you may prepare as many copies of that spell as you like without counting against your single cleric slot.


    SCHOOL SPECIALIZATION [Spellcaster]
    Prerequisite
    Int 11, Arcane Preparation, Arcane Training, Spell Focus.

    Benefit
    Choose one school of magic you have Arcane Training and Spell Focus in. You gain one bonus prepared arcane slot per spell level, which can be used only to prepare and cast spells of the chosen school.

    Special
    You may take this feat more than once. The bonus spell slots do not stack. Each time you take the feat, choose an additional qualifying school of magic; you may use the bonus slots granted by this feat to prepare a single spell from any school you have chosen with this feat.


    SPELL FOCUS [Spellcaster]
    Benefit
    As the core Spell Focus feat.


    SPELL MASTERY [Spellcaster]
    Prerequisite
    Arcane Preparation.

    Benefit
    As the core Spell Mastery feat.


    SPELL POWER [Spellcaster]
    Benefit
    Choose one spellcasting progression. When casting spells of this type your effective caster level is increased by 1.


    SPELL SECRET [Spellcaster]
    Prerequisite
    Ability to cast spells.

    Benefit
    As the wu jen class feature (Complete Arcane).

    Special
    You may take this feat more than once, selecting a new spell secret each time. You may choose the same spell to be affected in different ways in this manner.


    SPELL THESIS [Spellcaster]
    Prerequisite
    Knowledge (arcana) 9 ranks, ability to cast 1st level spells.

    Benefit
    Choose one spell of 1st level or higher that you know and can cast. You cast the chosen spell at +2 caster level. When you prepare or cast this spell, it uses a spell slot 1 level lower than it normally would.

    Special
    You may take this feat more than once. Its effects do not stack. Each time you choose the feat, choose a new spell to be affected.


    SUBLIME KI POWER [Spellcaster]
    Prerequisite
    Wis 17, Greater Ki Power, Lesser Ki Power, Ki Power, base Will save +9.

    Benefit
    You gain access to sublime ki powers. You gain the use of a single ki power of any grade. You may additionally choose to replace any one least, lesser, or greater ki power you already know with another ki power of equal or lower grade.


    SUMMON FAMILIAR [Spellcaster]
    Benefit
    As the wizard class feature.


    TINY WILD SHAPE [Spellcaster]
    Preqrequisite
    Wis 13, Knowledge (nature) 12 ranks, Wild Empathy, Wild Shape, Granted Domain (Animal).

    Benefit
    You may choose a Tiny animal under your Hit Dice limit as a new wild shape form. When you use your wild shape ability you may choose to assume the form of this animal.

    Special
    If you have the Tiny Wild Shape feat, you may choose the form of a Tiny animal meeting the above guidelines as a new wild shape form when you take the Extra Forms feat.


    VERSATILE CHANNELED SPELL [Spellcaster]
    Prerequisites
    Combat Casting, Channel Spell, ability to cast 3rd level spells, base attack bonus +9.

    Benefit
    When using your Channel Spell ability, you can channel any spell you can cast, rather than touch spells only. Even if the spell can target multiple targets or an area, only the target of your melee attack is affected. If your target is not a valid target for the spell, the spell is discharged with no effect.


    WILD SHAPE [Spellcaster]
    Prerequisite
    Wis 13, Wild Empathy, Knowledge (nature) 6 ranks, Granted Domain (Animal).

    Benefit
    Choose one Small or Medium animal of 3 Hit Dice or less. Once per day you may turn yourself into the chosen animal for 1 hour. The effects of this transformation otherwise function identically to the druid wild shape class feature.
    Last edited by TeeEl; 2008-10-03 at 07:31 AM.

  5. - Top - End - #5
    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.

    Spoiler
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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
    Spoiler
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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
    Spoiler
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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
    Spoiler
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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)
    Spoiler
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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
    Spoiler
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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.):
    Spoiler
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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):
    Spoiler
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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.

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    Default Re: 3.5e overhaul: generic classes homebrew project

    TODO:
    • WhileI'm pretty satisfied with the limitations that the system imposes on full casters, the restricted spell access is awfully harsh for minor casters (and lower-level full casters as well, for that matter). One possible workaround would be to have a group of feats that grant access to packages of related lower-level spells; thus lower-level casters and hybrids can get a more viable spell selection with just 1 or 2 feats, while casters are still tightly limited in their spell selection at higher levels.
    • Most monk abilities are still missing. I'd like to unify a lot of splatbook feats and PrC abilities that run off stunning fist, and possibly build in some other monk abilities into the latter system as well.
    • Obviously, I'd like to integrate more material in general into the system. I'm not particularly enthusiastic about trying to work in whole new systems (psionics, Tome of Magic/Battle/Incarnum), but it's a possibility. I'd also like to expand the feat options for fighter types at higher levels as well. At around level 15 or so full casters are pretty much already Epic, for all intents and purposes; nonmagical characters need some similarly epic goodies too.
    Last edited by TeeEl; 2008-08-07 at 07:39 PM.

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    Default Re: 3.5e overhaul: generic classes homebrew project

    I see the idea has not exactly caught fire.

    CITIZENS OF D&D! Rise up and throw off the shackles of your oppressive class system! You have nothing to lose but balance, playability, elegance of design, and hundreds of dollars worth of investment in Prestige Class-laden splatbooks!

    ...no, seriously, now. Once I get things fleshed out a bit more, would anyone be interested in trying a campaign with this system? I can't be the only one interested in a more flexible character building system. Granted, it'll take it a while to build up enough of a feat base to compete with the full range of options that the Mounds-o-PrCs system offers, but the idea of being able to pick up a set of synergistic and thematic abilities without having to go through multiclassing contortions to pick the ones you want appeals rather strongly to me.

    Anywho, continuing on:

    Racial Feats (note that humans can select any feats as racial feat choices, and are not listed here)

    Dwarf:
    Spoiler
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    Armor Proficiency (Light)
    Armor Proficiency (Medium)
    Armor Proficiency (Heavy)
    Defensive Stance
    Endurance
    Great Fortitude
    Iron Will
    Skill Focus: Appraise, Concentration, Climb, Craft, Knowledge (architecture, dungeoneering, or history), Profession, Sense Motive, Search
    Spell Defense
    Toughness
    Weapon Proficiency: any axes, hammers, or picks
    Weapon Focus: any axes, hammers, or picks


    Elf:
    Spoiler
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    Arcane Training: enchantment
    Arcane Preparation
    Combat Casting
    Combat Expertise
    Practiced Spellcaster
    Precise Shot
    Run
    Skill Focus: Concentration, Craft, Heal, Knowledge (arcana, history, or nature), Listen, Search, Spellcraft, Spot, Survival
    Spell Defense
    Weapon Finesse
    Weapon Focus: dagger, longsword, shortsword, rapier, scimitar, any bow or crossbow
    Wild Empathy



    Gnome:
    Spoiler
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    Arcane Knack
    Arcane Spontaneity
    Arcane Training: illusion
    Dodge
    Eldritch Pact
    Inspirational Performance
    Lore
    Magical Performance
    Practiced Spellcaster
    Skill Focus: Appraise, Bluff, Concentration, Craft, Forgery, Knowledge (arcana, history, or local), Perform, Sleight of Hand
    Spell Defense
    Summon Familiar


    Halfling:
    Spoiler
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    Dodge
    Evasion
    Lightning Reflexes
    Improved Initiative
    Run
    Skill Focus: Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Profession, Swim, Tumble
    Sneak Attack
    Sudden Strike
    Trap Sense
    Uncanny Dodge
    Weapon Finesse
    Weapon Focus: any thrown weapon, sling


    Orc:
    Spoiler
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    Berserker
    Cleave
    Endurance
    Improved Grapple
    Improved Unarmed Strike
    Power Attack
    Pressing Tactics
    Rage
    Skill Focus: Climb, Intimidate, Jump, Ride, Sense Motive, Survival, Swim, Use Rope
    Track
    Uncanny Dodge
    Weapon Focus: any two-handed weapon
    Last edited by TeeEl; 2008-08-07 at 07:30 PM.

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    Default Re: 3.5e overhaul: generic classes homebrew project

    This is a really promising idea, but you really need to trim the fat from it to make it shine, or at least more readable. Lose the houserules not intrinsically linked to the system, or move them to another thread, or do something with them, because the miscellanous and irrelevant information is detracting from the impact of your otherwise simple and accessable looking system.

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    Default Re: 3.5e overhaul: generic classes homebrew project

    That's a good point, but it's hard to say at what point the houserules become "intrinsically linked"; most of them are intended to balance otherwise-lopsided options. I'll try to tidy things up next time I have a chance to work on it though.
    My homebrew project: 3.5e generic class overhaul

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    Default Re: 3.5e overhaul: generic classes homebrew project

    Quote Originally Posted by TeeEl View Post
    That's a good point, but it's hard to say at what point the houserules become "intrinsically linked"; most of them are intended to balance otherwise-lopsided options. I'll try to tidy things up next time I have a chance to work on it though.
    If you need races to balance out your classes, then maybe a better look at the classes is necessary. Ideally, the two should balance independently of each other.

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    Default Re: 3.5e overhaul: generic classes homebrew project

    Not necessarily. Every system has a strong link to other aspects of it. If I so much as grant one bonus feat anywhere in a system it throws things off balance (even if only so little it doesn't matter).

    Races vs. classes work no differently. I like the generic classes and generic races idea. The rules run very well together and it creates a more consistent pattern. The greater consistency a system has altogether the easier it is to balance and play, even if it is very different from the original system inspiring it (ie traditional classes/races).

    Now, you probably could make the classes and races independantly, but if you don't keep in mind the way both work and intentionally fit them you may find problems later.

    I really like this idea. I had the same idea myself a while back but just didn't have the will to redesign everything, I like how you've done a lot of this. Keep it up.
    Everything is perspective. You can't excuse or ignore anything because of that.

    My d20 Homebrews: Arkanis Compendiums

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    Default Re: 3.5e overhaul: generic classes homebrew project

    For determining class skills, you might try giving certain tiers a certain number of class skills to play around with. It might give the same flexibility, while making them restricted slightly.
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    Default Re: 3.5e overhaul: generic classes homebrew project

    I really like this idea. I had been thinking about doing a point-based system, so you get x points / level, costs more points for higher hit die, better BAB, saves, feats, spells, et cetera, a la Big Eyes, Small Mouth (BESM) d20, but I really like this Tier system.

    My main concern is balance. DnD has issues of balance as it is, with high-level wizards really being ungodly (of course, a lot of this has to do with the DM setting up appropriate encounters to play on everyone's strengths and not let the wizard dominate).

    I need to review it more, but very interesting.

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    DwarfClericGuy

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    Default Re: 3.5e overhaul: generic classes homebrew project

    Check it out: http://spreadsheets.google.com/pub?key=pcrfK7RGaBKSSWV56S2mADw&gid=0

    My first-pass at a tool using the generic classes, including tables, automatic calculation of BAB, HP, skill points, bonus feats, caster level, et cetera.

    Can only view in Google docs, but I've got the spreadsheet file (no macros, should work in Excel/Gnumeric/OOCalc), which I can email along (trying to find somewhere to post) to whomever is interested. Obviously missing a lot, but lets you play around with some variations and look at different points/tier, et cetera.

    Defaults are a bit different than what you've suggested, TeeEl, but easy to modify, and should be self-explanatory.

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    Default Re: 3.5e overhaul: generic classes homebrew project

    Quote Originally Posted by sageman View Post
    My main concern is balance. DnD has issues of balance as it is, with high-level wizards really being ungodly (of course, a lot of this has to do with the DM setting up appropriate encounters to play on everyone's strengths and not let the wizard dominate).
    Mmm, yeah. There are some more limitations on spellcasters (getting wizard/cleric level spellcasting is massively feat-intensive and leaves you with very few tier benefits), but I think to some extent the main effect here is to stretch out the power curve a bit; at low levels spellcasters suffer more, but at high levels they're not that far off from where they were before. So there's going to still be room for tweaking on that front.

    Quote Originally Posted by sageman View Post
    Defaults are a bit different than what you've suggested, TeeEl, but easy to modify, and should be self-explanatory.
    There's some interesting parallelism here in having more tier features go off a 0.25/0.5/0.75/1.0 scale, but I think the BAB curve as you lay it out is unnecessarily harsh; you can kiss the possibility of competent hybrid characters good-bye (when bards and rangers are utterly beyond the reach of your character building system it's time to re-evaluate things). You'd also need to gut spellcasters much more thoroughly to make the balance work; +1 BAB and a couple of extra HP is not even close to being as useful as +1 spellcasting level if spellcasters are anywhere close to where they were before, even if they do eat feats like crazy.

    The expert feats also run somewhat contrary to the scale of other tier features, since they scale at an inverted rate and end up giving disproportionate advantage at the highest tier. On the other hand, there may be some justification to this, as otherwise Expert III may be a bit subpar; it's tough to make a really effective character on skills alone (unless the skill is named Use Magic Device, or possibly Diplomacy, but you don't need to dump everything into skill points to do that).

    I'm not certain on that point, though. Rogues are the poster child for the characters embodied by Expert III builds, but rogues were never too shabby to begin with. Then you try to rebuild the rogue under this system and you end up with a very favorable balance of feats (on top of the extra skill points, but that doesn't count much since I give out more skill points in general.)
    My homebrew project: 3.5e generic class overhaul

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    Default Re: 3.5e overhaul: generic classes homebrew project

    Something to consider, which I've been playing around with (trying to balance out) is simply eschewing classes, even generic ones, and going all-out point-based, while still being very much d20-compatible. This should address the issue with the Tiers that Tee'el mentioned, with hybrid characters like bards and rangers.

    This, of course, has been done before (BESM d20 comes to mind), but the idea is to simplify it a bit.

    Here's the idea: at every level, you get so many points, to allocate among the following groups.

    1) Hit die / hit points (d4, d6, d8, d10, d12)
    2) Base attack bonus
    3) Skill points (2, 4, 6, 8, 10)
    4) Feats (bonus)
    5) Base spellcaster level
    6) Base saving throws (one, two or three preferred)

    For each level, you can only allocate points to each group once -- however, you don't need to allocate points to every group. This is more flexible than the Tier system, which, as put, requires something of each, where you really may not need to bring up spellcaster level. Unused points roll over to the next level.

    This allows the flexibility of, say, having a great spellcaster with tons of hit points, but crappy BAB and saves, SP, et cetera. Additionally, this allows for having two or three preferred saving throws (like Paladins), which the proposed Tier system doesn't.

    The intent is to make it more flexible, while also providing better checks and balances, by allotting just a certain amount of points per level, for example. One could also mix and match (buy a couple levels of d8 HD and then some of d6, or maybe just a few good spellcaster levels and then move on to something else, kind of like multiclassing). I'd suggest only allowing buying of one HD per level, one BAB per level, et cetera. This could be handled by just allowing for a maximum points per level (which could be different per group) or, instead, maximum points per group, dependent on level.

    Here is the kicker though, to ensure balance: there needs to be a basis for what one point does. So, say, it may take four points to get +1 BAB, but five points to get +1 caster level, or maybe eight points to get a bonus feat, or something. With just six groups, it's not too bad.

    Depending on the level of extraordinariness of the PCs in the campaign, you could also adjust how many points you get per level.

    You could just award points as you get them, instead of getting a bulk amount of points at level-up (using levels just as a measure of, say, when you can get another feat, another HD, another caster level, et cetera). This also is a better analogue to the actual process of improvement that would happen in real-life, and makes it better to hold onto points to say, save up for another +1 BAB. As a caveat: the PCs would be a bit more powerful than their level suggests, since they'd really be effectively somewhere between that level and the next, but this could easily be handled by some good DMing for setting up slightly more difficult encounters.

    It also allows the DM to have a bit more realism control. For example, if a character hasn't been doing anything to raise their skills, like training or attempting the skill, the DM could rule that they couldn't raise it -- then the player could, instead of allocating points to that skill, allocate points elsewhere (such as a bigger HD) or hold on to them. The same could be said for feats (typically requiring training), spellcaster levels (training if prepared, practice if spontaneous) or even BAB (either training or practice/combat).

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    Default Re: 3.5e overhaul: generic classes homebrew project

    Splitting level-up benefits and allowing players to allocate benefits on a level-by-level basis would make for more organic progression, yes, but it's also a lot more prone to abuse. Feat prerequisites are a lot more pliable when you're not nailed to a static level-by-level progression (e.g. you can gun for a key +3 BAB feat right from the start, then ease back your BAB progression if you don't need it for anything else). Start-up benefits like weapon/armor proficiencies (and to a lesser extent saving throws, since good saves start with an extra +2) are also left as something of a loose thread; admittedly mixing progressive benefits with static ones is problematic to begin with, but if the progressive benefits are separated level by level it's even more of a headache.

    You also have a lot more room for min/maxing. Most full spellcasters aren't going to have much use for BAB, so they'll happily dump it for a shot at more HP. Similarly if you're not a skillmonkey you probably don't urgently need more skill points, but bonus feats are awesome for everybody; if characters could buy them separately instead of having to take them as a package deal with Expert, many of them wouldn't think twice about selling their skills short for an even better bonus feat progression.

    The end result? If you split up the tier benefits and let characters purchase them a la carte, you're going to end up with more powerful characters that are less well rounded. There's plenty of power up for grabs already, and I'm not a big fan of one-sided character builds. You could keep the power down by giving out fewer benefits overall, but that just axes versatility even further; as it stands the current tier system already struggles to match hybrid character classes (and that's even without looking at saves; it gets even worse if you do, since most hybrids have multiple good saves).

    It would be an optimizer's dream, but that's something I'm trying to put less emphasis on. Don't get me wrong, there's nothing wrong with optimization; I just don't feel it should be as large a part of the game as it is.
    My homebrew project: 3.5e generic class overhaul

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    biggrin Re: 3.5e overhaul: generic classes homebrew project

    I'm going to give a PbP campaign using a slightly modified version of these rules a try. As such, there's a strong chance that I'll be popping in with more comments shortly.
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    Default Re: 3.5e overhaul: generic classes homebrew project

    I'd love to hear how it works out. As you may have noticed the project sort of ran out of steam a while back. I haven't abandoned the concept, but some elements may need to be rethought before I go back to work. It's probably more or less workable as-is, so please don't let me dissuade you; any experimental experience would be valuable, and I'd be interested to know what sort of modifications you'd be looking at right off the bat.
    My homebrew project: 3.5e generic class overhaul

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    Default Re: 3.5e overhaul: generic classes homebrew project

    I read this when you first posted and was rather impressed. Not only have you made rules for created homebrew classes that fit in 3rd ed. You created a bases for an organice level based character creation. Im glad to see peaple are still looking at this.

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    Thumbs up Re: 3.5e overhaul: generic classes homebrew project

    Alright, the sign-up is up. I'm impressed with how balanced everything seems to be with the variant (though time will tell, I suppose). I do agree though that you should separate out your other homebrew rules. Racial feats are part of the Generic Class system but some of the other stuff really isn't.

    Please chime in and monitor the character creation process, I'm sure you can answer some of the questions more quickly than I and would probably benefit from seeing people create characters for the variant first hand.
    Last edited by Kaihaku; 2008-09-29 at 05:59 AM.
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    Default Re: 3.5e overhaul: generic classes homebrew project

    i'm working up a spellcaster 2 / expert 2 for kaihaku's campaign and i'm noticing this leaves 1/3rd of your character classes with d4 hit dice. seems to me like at least expert 3 should maybe have d6 or something? casting, okay, you can sort of make up for it, but skills don't really give you much to compensate for the reduced durability, and tier 1 caster doesn't seem like it would, either.
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    Default Re: 3.5e overhaul: generic classes homebrew project

    Toughness/Improved Toughness are basically equivalent to an increase in your HD size.

    As far as the added houserules go, I still argue that some of the changes are called for from a balancing perspective (no skill system that puts Use Rope and Use Magic Device as equal-cost options can be called balanced, hence some of the skill tweaks), although I can see the argument that some of them ought to be rolled into feat options for clarity's sake.
    Last edited by TeeEl; 2008-09-30 at 06:16 PM.
    My homebrew project: 3.5e generic class overhaul

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    Default Re: 3.5e overhaul: generic classes homebrew project

    I can see where you're coming from with skills but your changes to flaws and heavy armor, for instance, are separate homebrews. It makes what is already a major system change even more bulky.

    How are you handling skills known?
    Last edited by Kaihaku; 2008-09-30 at 06:56 PM.
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    Default Re: 3.5e overhaul: generic classes homebrew project

    The problem is that heavy armor tends to be a questionable improvement over light armor. My options are either making armor proficiency trivially easy to get, or making armor proficiency more useful. I opted for the latter because it leads to increased character diversity.

    Flaws, though, fit right into the feat system, so I'm not sure how they pose a problem. The simple route, of course, would be to say no flaws; they're an optional rule to begin with, after all. But I definitely think default flaws are probably not a good idea. The penalties are situational and pretty small, making them almost a no-brainer in standard 3.5e even if the benefits are small too. But many feats are more powerful here to make them comparable to all the nice class features that you can also buy as feats, so now the cost:reward ratio is even more favorable.

    Of course, there's also less demand for feats. Flaws are often tolerated even by balance-conscious DMs because default 3.5e leaves just about everyone terribly starved for feats, whereas most non-casters end up with a glut of feats here. My notes include a few rough drafts of base classes statted out under this system, and the number of feat choices left open for non-casters is pretty crazy.

    "Converting" the base classes (as examples, mind you, not actual codified classes) may be a good plan, actually. I think players might find the system a lot less daunting if instead of being told "Here's a list of feats, build a ranger-type character from scratch" they were told "Here's a modified level progression for a Ranger class, and oh feel free to swap out any class abilities you don't want."

    (Currently, there is no concept of class skills or skills known; all skills are equal. I'm open to a change here, but most likely any system for handling restricted skills would be based on Expert tiers, and I'm actually not positive I want to keep the three-path system. But since you're going to be trying it I'm going to wait and see how people take the system as it is before I go in and start ripping things out, though.)
    Last edited by TeeEl; 2008-09-30 at 07:28 PM.
    My homebrew project: 3.5e generic class overhaul

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    Default Re: 3.5e overhaul: generic classes homebrew project

    Quote Originally Posted by TeeEl View Post
    The problem is that heavy armor tends to be a questionable improvement over light armor. My options are either making armor proficiency trivially easy to get, or making armor proficiency more useful. I opted for the latter because it leads to increased character diversity.
    I'm not arguing that it's a bad idea, I think it's a good idea. I'm just saying that it's not part of the same system.

    Quote Originally Posted by TeeEl View Post
    Flaws, though, fit right into the feat system, so I'm not sure how they pose a problem. The simple route, of course, would be to say no flaws; they're an optional rule to begin with, after all. But I definitely think default flaws are probably not a good idea. The penalties are situational and pretty small, making them almost a no-brainer in standard 3.5e even if the benefits are small too. But many feats are more powerful here to make them comparable to all the nice class features that you can also buy as feats, so now the cost:reward ratio is even more favorable.
    Again, I think it is a good fix but it's a different variant. In Unearthed Arcana the Flaw variant isn't presented along with the Generic Classes variant.

    Quote Originally Posted by TeeEl View Post
    Of course, there's also less demand for feats. Flaws are often tolerated even by balance-conscious DMs because default 3.5e leaves just about everyone terribly starved for feats, whereas most non-casters end up with a glut of feats here. My notes include a few rough drafts of base classes statted out under this system, and the number of feat choices left open for non-casters is pretty crazy.
    Indeed, personally, in the past I've given out bonus feats instead of using the flaw system. In this variant, there are plenty of feats to go around so it isn't as big of an issue.

    Quote Originally Posted by TeeEl View Post
    "Converting" the base classes (as examples, mind you, not actual codified classes) may be a good plan, actually. I think players might find the system a lot less daunting if instead of being told "Here's a list of feats, build a ranger-type character from scratch" they were told "Here's a modified level progression for a Ranger class, and oh feel free to swap out any class abilities you don't want."

    (Currently, there is no concept of class skills or skills known; all skills are equal. I'm open to a change here, but most likely any system for handling restricted skills would be based on Expert tiers, and I'm actually not positive I want to keep the three-path system. But since you're going to be trying it I'm going to wait and see how people take the system as it is before I go in and start ripping things out, though.)
    Alright, so for now at least all skills are class skills.
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    Default Re: 3.5e overhaul: generic classes homebrew project

    A question- at the moment, it doesn't look like there's any way to have a spontaneous caster who uses the druid spell list, nor can a spontaneous divine caster gain access to domains.

    Neither of those are particularly well-represented in D&D, of course (the spirit shaman is a rather odd take on a spontaneous druid, and the favored soul for some reason lacks domains), but since the point of this project is not to be constrained by what classes you can find, is there any chance we'll see either of those options?
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    Question Re: 3.5e overhaul: generic classes homebrew project

    Quote Originally Posted by The_Snark View Post
    A question- at the moment, it doesn't look like there's any way to have a spontaneous caster who uses the druid spell list, nor can a spontaneous divine caster gain access to domains.
    I'd be up for switching Cleric spells only for choosing between the Cleric and Druid spell lists at first level.

    Quote Originally Posted by The_Snark View Post
    Neither of those are particularly well-represented in D&D, of course (the spirit shaman is a rather odd take on a spontaneous druid, and the favored soul for some reason lacks domains), but since the point of this project is not to be constrained by what classes you can find, is there any chance we'll see either of those options?
    The Mystic (Dragonlance) is the only spontaneous caster I know of who starts with a domain and I'd be perfectly willing to adapt the Domain class feature to support such a model. The Mystic gains one domain at first level and all spells from the domain count as known. That would, of course, be the model only for spontaneous casters.
    Last edited by Kaihaku; 2008-09-30 at 09:44 PM.
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    Default Re: 3.5e overhaul: generic classes homebrew project

    The spellcasting feats are... rough around the edges, yes. I think ultimately it would be a good idea to try to unify the feat progressions for all spellcasting styles (as an added bonus, this should help condense a few near-duplicate feat entries). Currently, spontaneous spellcasting builds spell lists by level and prepared spellcasting builds spell lists by groups (schools/domains); I think it might be a good idea to have all spellcasting progressions run off of a combination of both. This would allow some of the feat costs of spellcasting to be shifted to higher levels, keeping spellcasters from being so nerfed at low levels. Plus it would help modularize the design, so it should in theory be easier to add flexibility without needing to write up lots of redundant feats for different lists/casting styles.
    My homebrew project: 3.5e generic class overhaul

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    Default Re: 3.5e overhaul: generic classes homebrew project

    I really like generic classes, and I like the idea of moving class powers into feats and feat chains. Ideally one could capture any PrC by creating feat progressions for them.

    I don't think that the 3 tiers of the 3 paths with 4 choices is right though, for a few reasons:

    I think the number of tiers in any path should be equal to the number of path choices one can make, or it doesn't allow for someone to be fully dedicated to one of the 3 paths.

    If you reduce charcters to picking 3 tiers it isn't that bad - you get 9 combinations still, and the combinations that are removed are not necessary;
    you still have a jack of all trades (1/1/1), and you have cross classes (2/1 and 1/2) to allow for the caster who fights or the fighter who casts.

    Alternatively, increasing the tiers per path to 4 might work.

    I'm not sure I like typing HD to BAB to weapon/armour proficiencies all in choosing the path.

    I don't think the feats really work the way you have them laid out -

    Character classes allow one to bundle good abilities with not so hot stuff, and you need to waste levels picking up things that aren't of much use to be able to get the stuff you want. These llittle abilities are likely not worth putting feats into, but add to the feel of a class (no longer aging as a druid, being able to send an animal messenger as a deepwarden). To solve this kind of thing in a more generic setup, you need to do one of a few things:

    * Make all feats equally viable? Not really an option I don't think - higher level feat choices may be impossible to balance with lower ones.

    * Have different costs for feats. Is Poison Immunity as good as Power Attack? Cost them differently - this requires breaking up feats though by cost/power, and can get tricky as heck.

    * Make feat prequisite chains. I notice you did that in a few places, Poison Immunity as an example, but I think it needs work. I can see why poison immunity might have feat prerequisites, but less so why anyone would bother to follow them. Only if Poison Immunity were required for Greater Wild SHape or something can I see someone bothering to pick it up. While I understand making the wildshaping feats rely on the earlier wild shaping feats (sensible), if you don't pair weak feats as prerequisites to stronger ones people will not be taking them. Mobility is not exactly a great feat, but it opens a few nice doors.

    So those are a few of my thoughts - I do really like your idea though.

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