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    Ogre in the Playground
     
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    Default Alternate Class Features For All Classes (Feats/ACFs, P.E.A.C.H.)

    Paladin


    "Faith is my bulwark, and conviction holds up my shield. May all those who dishonor the light, and who fall against the bastion of my soul be devoured by the endless beauty of the world, and the hope that carries my burdens."
    ~Sirion, the Shining One


    Alternate Class Features:
    Sacred Bulwark [Paladin]
    The paladin sacrifices their connection to the heavens, and instead becomes able to protect his mortal connections, his mortal companions. He gains a celestial shield, and is able to use it to defend his allies.
    Level: 5th
    Replaces: Special Mount
    Benefits: The Paladin may summon a shield a number of times per day equal to his Wisdom or Charisma modifier (whichever is higher). The shield may be any light shield, and the Paladin may make it a heavy shield, but the shield loses a +1 enhancement bonus (the enhancement bonus may not be made below +1). He may make it a tower shield, but the shield loses +2 of its enhancement bonus. While the shield is in existence, the Paladin gains an Insight bonus to Armor Class equal to his Wisdom or Charisma modifier (whichever is higher), in addition to the shield's normal Armor bonus. The shield is summoned as a free action at any time, and lasts for one hour, or until dismissed. The shield deals damage on a shield bash as if it were a weapon two size categories larger than it really is. When a Paladin calls the shield it has a total of one-half the Paladin's class level in enhancement bonuses to spread the special qualities, an offensive enhancement, and an defensive enhancement. Points spent on the offensive enhancement treat the shield as being a magical weapon of the same amount of points invested into it. Defensive points further increase the AC granted by the shield, giving an extra +1 to Insight bonus to AC per point invested into the defensive enhancement. Thus, a level 8 Paladin with a 16 Wisdom and 12 Charisma who uses three of his points in the offensive enhancement and one point for the defensive enhancement would treat the shield as a +3 weapon, meaning he would gain an extra +3 to-hit and damage and gain a +4 Insight bonus to Armor Class rather than the normal base bonus of +3. Neither the offensive or defensive enhancement may exceed a +5 bonus. The ability is supernatural, but the shield itself is not, and persists in Antimagic Fields, and cannot be dispelled. When the enhancement bonus from the shield reaches +11, it is no longer capped at +5 effective enhancement bonus.

    Spoiler
    Show
    {table=head]Level Available|Special Ability

    5
    |Bashing

    5
    |Light Fortification

    5
    |Arrow Catching

    5
    |Blinding

    10
    |Holy

    10
    |Spell Resistance (15)

    10
    |Arrow Deflection

    10
    |Animated

    15
    |Ghost Touch

    15
    |Moderate Fortification

    15
    |Improved Acid/Cold/Electricity/Fire/Sonic Resistance

    15
    |Spell Resistance 20

    20
    |Reflecting

    20
    |Heavy Fortification

    20
    |Spell Resistance (25)

    20
    |Greater Acid/Cold/Electricity/Fire/Sonic Resistance[/table]

    Spoiler
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    Epic Ability
    {table=head]Level Available|Special Ability

    21st
    |Great Invulnerability (15/Magic)

    21st
    |Negating

    21st
    |Great Spell Resistance (SR 21)

    21st
    |Fire Warding/Cold Warding

    25th
    |Great Invulnerability (5/Epic)

    25th
    |Great Spell Resistance (SR 25)

    25th
    |Lightning Warding/Sonic Warding

    25th
    |Infinite Arrow Deflection

    30th
    |Exceptional Arrow Deflection

    30th
    |Great Invulnerability (10/Epic)

    30th
    |Force Warding

    30th
    |Great Spell Resistance (SR 29)

    30th
    |Great Reflection[/table]



    Aegis of the Incensed (Feat)
    Prerequisites: Smite Evil, Proficiency with Medium Shields, Base Attack Bonus +6
    Benefits: Whenever you make a smite attempt while you are wielding a shield, you are a treated as being one size category larger for the purposes of damage only, and you treat your weapon as if you were wielding it with two hands. In addition, you gain a bonus to attack rolls with your melee weapon equal to your Charisma modifier for 3 rounds after you make a successful shield bash, and you do not lose the Armor bonus to Armor Class after making a shield bash.


    Divine Partner [Paladin]
    The Paladin may summon an outsider, in accordance to his alignment, and fight with the forces that are aligned with him.
    Level: 5th
    Replaces: Special Mount
    Benefits: The Paladin may summon an outsider a number of times per day equal to his Wisdom or Charisma modifier (whichever is higher). The outsider that the paladin summons depends on his alignment and his levels.
    {table=head]Paladin Level|Lawful Good|Chaotic Good|Chaotic Evil|Lawful Evil
    5th-9th|Hound Archon|Bralani|Quasit|Imp
    10th-14th|Legion Archon|Noble Djinni (without wishes)|Vrock|Erinyes
    15th-19th|Trumpet Archon|Ghaele|Nalfeshnee|Ice Devil
    20th|Planetar|Planetar|Marilith|Horned Devil
    21+|Solar|Solar|Balor|Pit Fiend[/table]
    The outsiders summoned last for up to 5 rounds or until they die, and disappear after their duration ends, or when they die. No outsider so summoned may summon other outsiders. Summoning an outsider with this ability is a full round action. This is a supernatural ability, and the Outsider fades from existence when it enters an Anti-Magic Field.


    Light From Up On High [Paladin]
    The Paladin may form giant wings made of light, allowing him to fight in the skies as well.
    Level: 5th
    Replaces: Special Mount
    Benefits: The Paladin gains wings, with a shape and color depending on his alignment (see spoiler). A Paladin can use his wings to glide, negating damage from a fall from any height and allowing 20 feet of forward travel for every 5 feet of descent. The Paladin glides at a speed of 30 feet with average maneuverability. Even if the Paladin’s maneuverability improves, he can’t hover while gliding. A Paladin can’t glide while carrying a medium or heavy load. If a Paladin becomes unconscious or helpless while in midair, his wings naturally unfurl, and powerful ligaments stiffen them. The Paladin descends slowly in a tight corkscrew and takes only 1d6 points of falling damage, no matter the actual distance of the fall.

    Starting at 8th level, the Paladin gains a fly speed of 30 feet with average maneuverability. A Paladin can’t fly while carrying a medium or heavy load or while fatigued or exhausted. A Paladin can safely fly for a number of consecutive rounds equal to his Constitution modifier (minimum 1 round). He can double this length of flight but is fatigued by such exertion. The Paladin is likewise fatigued after spending a total of more than 10 minutes per day flying. Because a Paladin can glide before, after, and between rounds of actual flight, he can remain aloft for extended periods, even if he can only use flight for 1 round at a time without becoming fatigued.

    When the Paladin reaches level 14, he has enough stamina and prowess to fly without tiring. He can fly at a speed of 30 feet (average maneuverability) with no more exertion than walking or running.

    This ability is extraordinary, the wings, although granted via the magic of the Paladin's devotion, are thoroughly mundane in practice.
    Spoiler
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    • Lawful Good: A pure white, the wings appear as four, slender oval-esque objects, without feathers.
    • Chaotic Good: A golden color, the wings appear as a pair of giant, feathery bird wings.
    • Chaotic Evil: A deep crimson, the wings appear as four, scaly objects, roughly the same shape as the wings granted by being Lawful Good.
    • Lawful Evil: A dark black, the wings are a pair of giant, feathery crow wings.



    Justice Is My Arm, Retribution Is In My Eye [Paladin]
    The Paladin may summon a weapon, a weapon that burns with the shining light of justice.
    Level: 5th
    Replaces: Special Mount
    Benefits: The Paladin may summon a martial or simple melee weapon (or an exotic melee weapon, but the weapon’s effective enhancement bonus is reduced by 1) as a swift action. The weapon has an effective enhancement bonus equal to one half of the Paladin’s Paladin levels (although there is still the +5 cap on the applicable enhancement bonus). He may use the effective enhancement bonus to add weapon enchantments to his weapons, available to him as on the following table.

    Spoiler
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    {table=head]Level Available|Enchantment

    5th
    |Bane|

    5th
    |Defending|

    5th
    |Flaming/Frost/Shock|

    5th
    |Keen|

    5th
    |Merciful|

    10th
    |Unholy/Axiomatic/Holy/Anarchic*|

    10th
    |Spell Storing|

    10th
    |Disruption|

    10th
    |Mighty Cleaving|

    10th
    |Throwing|

    15th
    |Flaming Burst/Icy Burst/Shocking Burst|

    15th
    |Wounding|

    15th
    |Speed|

    15th
    |Ghost-Touch|

    15th
    |Attuned|

    20th
    |Vorpal|

    20th
    |Brilliant|

    20th
    |Dancing|

    20th
    |Righteous|

    20th
    |Winged|[/table]
    *To use this weapon enchantment, you must have an alignment that matches the alignment of the specific enchantment.

    The weapon lasts for up to 1 hour before dissipating. If the weapon ever leaves the Paladin’s possession without his permission, it similarly dissipates. This is a supernatural ability, although the weapon is not, and does not disappear in Anti-Magic Fields.


    Long Arm of the Law [Paladin]
    The Paladin may summon a bow or cross bow from the realm that gives him power.
    Level: 5th
    Replaces: Special Mount
    Benefits: The Paladin may summon a martial or simple ranged weapon (or an exotic ranged weapon, but the weapon’s effective enhancement bonus is reduced by 1) as a swift action. The weapon has an effective enhancement bonus equal to one half of the Paladin’s Paladin levels (although there is still the +5 cap on the applicable enhancement bonus). He may use the effective enhancement bonus to add weapon enchantments to his weapons, available to him as on the following table.

    Spoiler
    Show
    {table=head]Level Available|Enchantment

    5th
    |Bane|

    5th
    |Flaming/Frost/Shock|

    5th
    |Distance|

    5th
    |Merciful|

    5th
    |Returning|

    10th
    |Unholy/Axiomatic/Holy/Anarchic*|

    10th
    |Flaming Burst/Icy Burst/Shocking Burst|

    10th
    |Crippling

    15th
    |Speed|

    15th
    |Zen|

    15th
    |Splitting|

    20th
    |Brilliant Energy|

    20th
    |Righteousness|

    20th
    |Moonsilver|

    20th
    |Volley|

    20th
    |Winged|[/table]
    *To use this weapon enchantment, you must have an alignment that matches the alignment of the specific enchantment.

    As long as the weapon is in existence, the Paladin may make up to 12 arrows or bolts as a move action. These arrows or bolts are mundane. The weapon lasts for up to 1 hour before dissipating. If the weapon ever leaves the Paladin’s possession without his permission, it similarly dissipates. This is a supernatural ability, although the weapon is not, and does not disappear in Anti-Magic Fields. In addition, the Paladin adds the following spells to his spell list:
    Spoiler
    Show
    1st: Arrow MindSpC, Guided ShotSpC, HawkeyeSpC and Sniper's ShotSpC.

    2nd: Exacting ShotSpC.

    3rd: ArrowstormSpC and Mark of the HunterSpC.

    4th: Implacable PursuerSpC.


    Divine Savant (Paladin)
    The Paladin is able to cast spells that would otherwise be beyond him.
    Level: 4th
    Replaces: Turn Undead, Special Mount
    Benefits: The Paladin directly replaces his Turn Undead ability with this ability, and does not recieve the special mount class feature, at level 5, as well. The Paladin’s spells prepared becomes as follows:
    Spoiler
    Show
    {table=head]Level|1st|2nd|3rd|4th|5th|6th
    1st
    |-|-|-|-|-|-
    2nd
    |-|-|-|-|-|-
    3rd
    |-|-|-|-|-|-
    4th
    |1|-|-|-|-|-
    5th
    |1|-|-|-|-|-
    6th
    |1|-|-|-|-|-
    7th
    |2|1|-|-|-|-
    8th
    |2|1|-|-|-|-
    9th
    |2|1|-|-|-|-
    10th
    |2|2|1|-|-|-
    11th
    |3|2|1|-|-|-
    12th
    |3|2|1|-|-|-
    13th
    |3|2|2|1|-|-
    14th
    |3|3|2|1|-|-
    15th
    |4|3|2|1|-|-
    16th
    |4|3|2|2|1|-
    17th
    |4|3|3|2|1|-
    18th
    |4|4|3|2|1|-
    19th
    |5|4|3|3|2|1
    20th
    |5|4|3|3|2|2[/table]


    In addition, he adds the following spells to his spell list. In order to cast a spell, he must still have a Wisdom score equal to the level of the spell +10. His caster level becomes equal to his Paladin level. In addition, he may choose one domain from the Good, Law, Healing, Strength, Sun, War and Protection domains, and add all spells from those domains to his spell list, as well as gaining the Domain ability.
    Spoiler
    Show
    5th: Atonement, Commune, Hallow, Plane Shift, Righteous Might, Spell Resistance, True Seeing, Mass Cure Light Wounds and Disrupting Weapon.
    6th: Banishment, Blade Barrier, Mass Cure Moderate, Heal, Greater Dispel Magic, Find the Path, Undeath to Death, Heroes’ Feast, Mass Bull’s Strength, Mass Eagle’s Splender, Mass Owl’s Wisdom and Geas.



    One Thousand Hands (Paladin)
    The Paladin becomes an especially adept hospitaler, able to help her allies become stronger, as well as to heal them.
    Level: 1st
    Replaces: Smite Evil
    Benefits: Once per encounter at first level, and an additional time per encounter at 5th level, and every five levels thereafter (10th, 15th etc etc) the Paladin may grant all allies within 30 feet of himself Fast Healing equal to one half of his Paladin levels for a number of rounds equal to his Charisma modifier as a move action, or he can give them a sacred bonus to Attack and Damage rolls equal to one half of his Paladin levels for 3 rounds as a standard action, or he can grant them each a single move action, as a swift action (he may not grant himself a move action with this ability). This is a supernatural ability.


    Weapon Qualities
    Spoiler
    Show
    Righteous (Weapon Quality)
    A righteous weapon empowers the wielder after the wielder makes a smite attempt. The wielder gains a sacred bonus to damage and attack rolls when making a smite equal to the Righteous weapon’s total magic bonus (including the bonus that is subsumed from weapon enhancements), and you gain a sacred bonus to Armor Class and to damage rolls equal to the total magic bonus (including the bonus that is subsumed from weapon enhancements) for 3 rounds afterward.
    Strong transmutation; CL 14th; Craft Magical Arms and Armor, Holy Sword, Greater Magic Weapon; Price +3 bonus

    Attuned (Weapon Quality)
    An attuned weapon automatically grants the wielder any bonuses he might gain from a feat that is for a single weapon when wielding the attuned weapon. In addition, the wielder of the attuned weapon may cast a single weapon-like spell through the weapon as a melee attack per round. The wielder gains a bonus to damage and attack rolls (superseding the enhancement bonus from the weapon itself) equal to their caster level. The bonus from this ability may not exceed the total magic bonus that the weapon has (including the bonus that is subsumed from weapon enhancements).
    Medium transmutation; CL 11th; Craft Magical Arms and Armor, Mage’s Sword, Mage’s Lucubration; Price +3 bonus

    Winged (Weapon Quality)
    A winged weapon allows it’s wielder to fly. As long as the wielder is wielding the weapon, he or she is lifted up by wings attached to the hilt of the weapon, granting him a 30 foot fly speed with a maneuverability of (Poor). In addition, the wings may grant you, once per encounter, a deflection bonus to Armor Class for one attack equal to the enhancement bonus of the weapon; activating this ability is an immediate action.
    Major transmutation; CL 9; Craft Magical Arms and Armor, Overland Flight; Price +2

    Zen (Weapon Quality)
    A zen weapon may only be a ranged weapon. A zen weapon grants its wielder a bonus to Armor Class and Reflex saves equal to the wielder’s Wisdom modifier for one round after make a ranged attack with it. In addition, the wielder may make a spot check (DC = 10 + Target’s HD) in order to ignore a target’s Damage Reduction for the rest of the encounter, as a move action.
    Moderate divination; CL 10; Craft Arms and Armor, True Seeing; Price +3

    Crippling (Weapon Quality)
    The crippling enchantment may only be applied to a piercing or slashing weapon. A crippling weapon is able to slow opponents. Every time the wielder of the crippling weapon makes an attack on a target, that target must make a Fortitude save (DC 13 + the weapon’s enhancement bonus + Wielder’s Charisma modifier) or have their movement speeds cut in half. If the weapon is used on an opponent more than once, and their fail their save both times, their speeds fall to one half base, minus 5 feet for each save failed beyond the first. The target may not have their movement speeds reduced below 5 feet in this way. Whenever the wielder of the Crippling weapon makes a full attack against a creature, that creature loses their 5-foot-step for the round.
    Moderate transmutation; CL 6; Craft Arms and Armor, Slow; Price +2

    Volley (Weapon Quality)
    The volley enchantment may only be applied to a ranged weapon. The wielder of the volley weapon may, once per encounter, make a number of attacks equal to the enhancement bonus of the weapon (not including the bonuses removed by weapon qualities), each at the wielder’s highest attack bonus. In addition, the wielder may make an additional ranged attack with every full attack made with the Volley weapon, at half of the highest attack bonus the wielder has with the weapon.
    Major evocation; CL 10; Craft Arms and Armor, Acid Arrow, Flame Arrow; Price +4

    Moonsilver (Weapon Quality)
    The moonsilver enchantment may only be applied to a ranged weapon. The wielder of the moonsilver weapon may change the material of ammunition being fired from the weapon to Alchemical Silver, Adamantine, Cold Iron, or Mithral as a swift action, once per encounter. The bow fires projectiles that are treated as if they are of that material for 5 rounds.
    Moderate transmutation; CL ; Craft Arms and Armor, Greater Magic Weapon; Price +1


    Shield Qualities
    Spoiler
    Show
    Force Warding (Shield/Armor Quality)
    The Force Warding armor or shield absorbs the first 50 points of force damage per round that the wearer would normally take.
    Caster Level: 29th; Prerequisites: Craft Magic Arms and Armor, Epic Craft Magic Arms and Armor, Wall of Force; Market Price: +9 bonus.
    Last edited by unosarta; 2011-09-20 at 11:57 PM.
    Current Project: Campaign Setting

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    Quote Originally Posted by Lix Lorn View Post
    NOTHING is simple. NO EXCEPTIONS. No, not even that.

  2. - Top - End - #2
    Ogre in the Playground
     
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    Default Re: Faith is My Bulwark, and Conviction Holds My Shield Fast (Paladin Feat/ACF)

    Druid


    “The strength of the earth, the roots of the mother, the spirits of nature, they hold up my shoddy form. Even as their primordial power surges through me, they are the ones who prop up my shaking hands, my tender toes, my aching feet. Even as my form dies, they hold my life together, with the strength of their will, and with my everlasting love.”
    ~Eonas, the Sage of Seasons, King of the Summer Court, Queen of the Winter Moon


    Sage of Earth (Druid)
    The Druid’s spiritual connection to nature strengthens.
    Level: 5th
    Replaces: Wildshape
    Benefits: The Druid gains access to the Air, Earth, Fire and Water domains, as well as the Animal domain. This includes all of the spells associated with the domains, as well as the domain powers. The Druid may spontaneously cast any spell that appears in those five domains, using a prepared spell slot of the same level as the spell that is to be cast. The Druid no longer is able to spontaneously cast Summon Nature's Ally spells.


    Nature’s Champion (Druid)
    The Druid gains martial prowess, able to become powerful in battle.
    Level: 1st
    Replaces: Spellcasting
    Benefits: The Druid gains Initiating as a Warblade of her level, with the recovery method of the Swordsage. She has access to the Tiger Claw, Stone Dragon, Desert Wind and Diamond Mind disciplines. She may initiated a maneuver in a Wildshaped form using any natural attacks that the form possesses.


    Beryl Haruspex (Druid)
    The Druid becomes able to bind the souls of the dead to her, and shape them into the forms of nature's children.
    Level: 1st
    Replaces: Spellcasting
    Benefits: The Druid gains access to Meldshaping as a Totemist of her level. She does not gain access to the Totem Chakra. She may only bind Totemist soulmelds, and she gains opened Chakra Binds as a Totemist of her level.


    Spirit Binder (Druid)
    The Druid becomes able to bind the spirits of those who have entered the void, and allow nature's favor to fall upon them once again.
    Level: 1st
    Replaces: Spellcasting
    Benefits: The Druid gains soulbinding as a Binder of her level. She gains no other benefits of the Binder class. Any benefits of her Vestiges that have a cooldown equal to or longer than 5 rounds becomes a once per encounter ability when the Druid is Wildshaped. If she leaves her Wildshaped form after using an ability in this way from a vestige she has bound, the ability automatically goes on cooldown, and may not be used again during that encounter while the Druid is wildshaped.
    Last edited by unosarta; 2011-09-20 at 11:58 PM.
    Current Project: Campaign Setting

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    Quote Originally Posted by Lix Lorn View Post
    NOTHING is simple. NO EXCEPTIONS. No, not even that.

  3. - Top - End - #3
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    Default Re: Alternate Class Features For All Classes (Feats/ACFs, P.E.A.C.H.)

    Ranger


    “My feet are like tongues of spun silver. They slowly pace across the floor of the world, the ceiling of all sight, through the gardens of the gods, and past the wonders of the universe, all the while whispering softly into the darkness, waiting for the cry, sweet like honeysuckle, of my prey. For it will come, while I draw breath, and maybe even after.”
    ~Gorin, Midnight Upon Dusk, the Sunset of Days

    Mystic Hunter (Ranger)
    The Ranger becomes mystically powerful, gaining spiritual presence like the woodland gods he worships.
    Level: 4th
    Replaces: Animal Companion
    Benefits: The Ranger’s spells prepared becomes as follows:
    Spoiler
    Show
    {table=head]Level|1st|2nd|3rd|4th|5th|6th
    1st
    |-|-|-|-|-|-
    2nd
    |-|-|-|-|-|-
    3rd
    |-|-|-|-|-|-
    4th
    |1|-|-|-|-|-
    5th
    |1|-|-|-|-|-
    6th
    |1|-|-|-|-|-
    7th
    |2|1|-|-|-|-
    8th
    |2|1|-|-|-|-
    9th
    |2|1|-|-|-|-
    10th
    |2|2|1|-|-|-
    11th
    |3|2|1|-|-|-
    12th
    |3|2|1|-|-|-
    13th
    |3|2|2|1|-|-
    14th
    |3|3|2|1|-|-
    15th
    |4|3|2|1|-|-
    16th
    |4|3|2|2|1|-
    17th
    |4|3|3|2|1|-
    18th
    |4|4|3|2|1|-
    19th
    |5|4|3|3|2|1
    20th
    |5|4|3|3|2|2[/table]


    In addition, he adds the following spells to his spell list. In order to cast a spell, he must still have a Wisdom score equal to the level of the spell +10. His caster level becomes equal to his Ranger levels.
    Spoiler
    Show
    5th: Atonement, Awaken, Call Lightning Storm, Control Winds, Cure Critical Wounds, Insect Plague, Stoneskin, Summon Nature’s Ally V, Tree Stride, Wall of Thorns. and Hallow.
    6th: Mass Bear’s Endurance, Mass Bull’s Strength, Mass Cat’s Grace, Mass Cure Light Wounds, Greater Dispel Magic, Find the Path, Ironwood, Liveoak, Move Earth, Mass Owl’s Wisdom, Stone Tell, Transport via Plants and Wall of Stone.



    Truebane Pursuant (Ranger)
    The Ranger becomes even more able to attack and harm his enemies.
    Level: 4th
    Replaces: Spellcasting
    Benefits: Once per encounter at fourth level, and an additional time per encounter every 4 levels thereafter (8th, 12th, etc etc), the Ranger may make a smite against a favored enemy of his, as an attack action (therefore combine-able with full attacks). This smite is a single attack that gains a bonus to the attack roll equal to the Ranger’s Wisdom modifier, and gains a bonus to the damage roll equal to the Ranger’s Wisdom modifier plus his levels in Ranger. This is an extraordinary ability.


    Skyblue Swiftfoot (Ranger)
    The Ranger becomes able to bind the souls of the dead, using them to power himself.
    Level: 4th
    Replaces: Spellcasting
    Benefits: The Ranger becomes able to shape soulmelds as a Totemist of his level-4, but using the Totemist opened Chakra Binds as if he were a Totemist of his level, instead of his level-4 (including the Totem Chakra), and using the Totemist Souldmeld list. He gains no other benefits of being a Totemist. He is treated as being a Totemist of his level for the purposes of investing Essentia.


    Daring Stalker (Ranger)
    The Ranger gains martial prowess even greater than regular hunters.
    Level: 4th
    Replaces: Spellcasting
    Benefits: The Ranger gains Initiating as a Warblade of his level, with the recovery method of the Warblade, with access to the Tiger Claw, Iron Rain, Falling Star, and Desert Wind disciplines. This is an extraordinary ability.


    Ethereal Huntsman (Ranger)
    The Ranger’s stealth capabilities increase even further.
    Level: 4th
    Replaces: Animal Companion
    Benefits: The Ranger may, as a swift action, become Invisible, for up to one round, as the Greater Invisibility spell. After using this ability, the Ranger must wait 4 rounds before using it again. He may not use this ability outside of combat. This is a supernatural ability.
    Last edited by unosarta; 2011-09-20 at 11:56 PM.
    Current Project: Campaign Setting

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    Quote Originally Posted by Lix Lorn View Post
    NOTHING is simple. NO EXCEPTIONS. No, not even that.

  4. - Top - End - #4
    Ogre in the Playground
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    Default Re: Alternate Class Features For All Classes (Feats/ACFs, P.E.A.C.H.)

    Beryl Haruspex (Druid)

    Replaces: Spellcasting
    Benefits: The Druid gains access to Meldshaping as a Totemist of her level. She does not gain access to the Totem Chakra. She may only bind Totemist soulmelds. She loses the benefits of her invested Essentia while Wildshaped, although still keeps the base effects of the soulmelds.
    Totemist meldshaping without the Totem chakra is... uninspiring. I see why you did it though, because otherwise Totemist is pretty inferior to the remaining Druid abilities.

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    Quote Originally Posted by Glimbur View Post
    Totemist meldshaping without the Totem chakra is... uninspiring. I see why you did it though, because otherwise Totemist is pretty inferior to the remaining Druid abilities.
    Yeah, that is kind of the idea. And, to be honest, none of the options are truly as powerful as spellcasting, but I wanted there to be the option outside of just straight Spells.
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    Quote Originally Posted by Lix Lorn View Post
    NOTHING is simple. NO EXCEPTIONS. No, not even that.

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    Monk

    “Five of the greatest suns will burn out before I die. Six of the highest stars will bow before me before I die. Seven moons will swirl in the greatest void before I fall. My footsteps will be heard in the highest palaces before I die. One voice will sing out before I die, one as many. One voice will sing out, before I die, and I will sing back, before falling into the greatest void, which holds the seven moons, six stars, and five suns, upon which I will dance for all eternity.”
    ~Minoa, Fist of the Ancient Heavens, Dancer Upon the Jade Shore

    Arcane Fist (Monk)
    The Monk becomes able to tap into the more mystical side of his spirituality and ascetism.
    Level: 1st
    Replaces: Flurry, AC Bonus (scaling only), Bonus Feats
    Benefits: The Monk may cast a number of arcane spells per day. He may cast only one spell per spell level per day. He may not change the spells he chooses. He gains a single first level spell at first level, and single second level spell at fourth level, a single third level spell at seventh level, etc etc (4th level spell at 10th level, 5th level spell at 13th level, 6th level spell at 16th level, 7th level spell at 19th level). The spells he chooses must be of the personal range, and must be of the Divination or Transmutation schools of magic. This is a spell-like ability.


    Brawler (Monk)
    The Monk gains increased ability to fight all out, losing his grace in the process.
    Level: 1st
    Replaces: Evasion, Improved Evasion, Unarmored Speed Bonus
    Benefits: The Monk gains Mettle at fourth level, and Improved Mettle at 10th level. In addition, the Monk may enter a focused state, as a swift action, once per encounter. For the duration of the focused state, the Monk gains a +4 bonus to Wisdom and Strength, and a +2 bonus to Will saves. He takes a -2 penalty to Reflex saves for the duration as well. The focused state lasts up to 3 rounds, plus the Monk’s Wisdom modifier. After the focused state ends, the Monk is fatigued until the end of the encounter. This is an extraordinary ability.


    Grace of War (Monk)
    The Monk’s martial ability increases to that of the grandmaster of his art.
    Level: 1st
    Replaces: Flurry, Bonus Feats
    Benefits: The Monk gains Initiating as a Warblade of his level, with the same recovery method as the Warblade, and with access to the Diamond Mind, Setting Sun, and Desert Wind disciplines. This is an extraordinary ability.
    Last edited by unosarta; 2011-06-04 at 10:38 PM.
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    Quote Originally Posted by Lix Lorn View Post
    NOTHING is simple. NO EXCEPTIONS. No, not even that.

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    Bard


    “It will be the song I sing that ends the world, that stops all of time for just a moment. It will be the song I sing, that opens hearts like a clam, showing the jeweled pearl of the love inside. It will be my song that brings peace to all, and it will be my song that brings her back to me. Even death cannot stop the song...”
    ~Lute-Strumming-For-The-Nightingale, Talespinner, Wood Thrush In the Reeds


    Warsinger (Bard)
    The Bard’s martial abilities increase in scope.
    Level: 1st
    Replaces: Spellcasting
    Benefits: The Bard gains Initiating as a Warblade of his level, with the Warblade’s recovery method, and with access to the White Raven and Iron Heart disciplines. Whenever the Bard Initiates a boost, he may also continue the effects of a song that he is currently playing as a free action. This is an extraordinary ability.


    Singer of Spirits (Bard)
    The Bard becomes able to bind the stories and spirits of individuals to his person.
    Level: 1st
    Replaces: Spellcasting
    Benefits: The Bard gains soulbinding as a Binder of his level. He gains no other benefits of the Binder class.


    Bestial Ally (Bard)
    The Bard gains a beast to aid him, drawn to the bard by the beautiful music he or she makes, and kept there by the connection that was made.
    Level: 1st
    Replaces: Spellcasting
    Benefits: The Bard gains an animal companion, as a Druid of her level. She gains an additional animal companion at 6th level, as a Druid of her level-5, a third at 11th level, as a Druid of her level-10, and a fourth at 16th level, as a druid of her level-15.


    Azure Artist (Bard)
    The Bard may draw the souls of the dead to himself, keeping their souls alive in him, and in his stories.
    Level: 1st
    Replaces: Spellcasting
    Benefits: The Bard gains meldshaping as an Incarnate of his level, using the Incarnate’s soulmeld list. He gains no other benefits of the Incarnate class.
    Last edited by unosarta; 2011-06-04 at 10:40 PM.
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    Quote Originally Posted by Lix Lorn View Post
    NOTHING is simple. NO EXCEPTIONS. No, not even that.

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    PEACHes incoming. I'll do this class by class, running down the list.

    Quote Originally Posted by unosarta View Post
    *snip'd fluff and picture*
    Got to say, I'm a fan of this. Normally, I'm not a big fan of fluff for homebrew stuff, but I'm a fan of that quote. From a random person, it may sound a bit self-righteous, but, for a Paladin, it works.

    Quote Originally Posted by unosarta View Post
    Sacred Bulwark [Paladin]
    The paladin sacrifices their connection to the heavens, and instead becomes able to protect his mortal connections, his mortal companions. He gains a celestial shield, and is able to use it to defend his allies.
    Replaces: Special Mount
    Benefits: The Paladin may summon a shield a number of times per day equal to his Wisdom or Charisma modifier (whichever is higher). While the shield is in existence, the Paladin gains an Insight bonus to Armor Class equal to his Wisdom or Charisma modifier (whichever is higher). The shield is summoned as a free action at any time, and lasts for one hour, or until dismissed. The shield deals damage on a shield bash as if it were a weapon two size categories larger than it really is. The shield has an enhancement bonus equal to one half of the Paladin’s Paladin levels, rounded up, the functional bonus not rising above +5. The Paladin may allocate any number of these bonuses to special abilities, as noted on the table below. He must choose which special abilities upon summoning the shield, and may not change them unless he summons the shield again. The ability is supernatural, but the shield itself is not, and persists in Antimagic Fields, and cannot be dispelled. When the enhancement bonus from the shield reaches +11, it is no longer capped at +5 effective enhancement bonus.

    Spoiler
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    {table=head]Level Available|Special Ability

    5
    |Bashing

    5
    |Light Fortification

    5
    |Arrow Catching

    5
    |Blinding

    10
    |Holy

    10
    |Spell Resistance (15)

    10
    |Arrow Deflection

    10
    |Animated

    15
    |Ghost Touch

    15
    |Moderate Fortification

    15
    |Improved Acid/Cold/Electricity/Fire/Sonic Resistance

    15
    |Spell Resistance 20

    20
    |Reflecting

    20
    |Heavy Fortification

    20
    |Spell Resistance (25)

    20
    |Greater Acid/Cold/Electricity/Fire/Sonic Resistance[/table]
    Minor nitpick, but you should mention the level you decide when to grab the ACF. Most of the time it's unnecessary, but it's the form that the actual books use, and, to be fair, it's a good form for things like Dungeoncrashing fighter and others.

    As for the ability itself, the dual stat you have set-up probably should have language such as "When you gain this alternate class feature, choose either Wisdom or Charisma to determine which stat determines the number of uses per day and the insight bonus it grants to Armor Class." It's an odd case, but it does make it easier in the case where a Paladin with 14 Wisdom, 16 Charisma gets an Owl's Wisdom spell and suddenly finds himself with an extra use at the end of the day... or start or just whatever.

    It's also odd in that your language makes it sound like a physical, literal shield with it being able to shield bash and the like, but its bonus is both an insight bonus to AC rather than a shield bonus and said bonus exists as long as the shield does, meaning that a Paladin could summon it, strap it to his back, and forget about it for the rest of the hour. This is silly and probably an oversight. That said, the insight bonus is better, because it allows a Paladin to go sword and board (or, really, just board) and still have a buckler for the shield bonus.

    For the rest of it, you make it sound like the enhancement bonus is to attacks and damage, due to the special qualities listed, but also make it sound like those same enhancements could go towards shield AC (again, due to the qualities). As such, I would reword it to say:

    "When a Paladin calls the shield it has a total of one-half the Paladin's class level in enhancement bonuses to spread the special qualities, an offensive enhancement, and an defensive enhancement. Points spent on the offensive enhancement treat the shield as being a magical weapon of the same amount of points invested into it. Defensive points further increase the AC granted by the shield, giving an extra +1 to Insight bonus to AC per point invested into the defensive enhancement. Thus, a level 8 Paladin with a 16 Wisdom and 12 Charisma who uses three of his points in the offensive enhancement and one point for the defensive enhancement would treat the shield as a +3 weapon, meaning he would gain an extra +3 to-hit and damage and gain a +4 Insight bonus to Armor Class rather than the normal base bonus of +3. Neither the offensive or defensive enhancement may exceed a +5 bonus."

    Also, you need to mention how much the special qualities cost in enhancement points and where exactly those qualities themselves can be found (assuming it is not core). Light fortification is a +1 armor/shield quality normally, but here I'm not sure, since it does not say.

    On the special qualities, as a player, I'm miffed that you can't just get a base "At X level, you may have +Y special quality." As a fellow homebrewer and DM, I understand that that is just way too open ended in practice. As you have the outlines for an epic progression already, you should probably have a sidebar inside a spoiler for various epic special qualities.

    That said, this is a solid start!


    Quote Originally Posted by unosarta View Post
    Aegis of the Incensed
    Prerequisites: Smite Evil, Proficiency with Medium Shields, Base Attack Bonus +6
    Benefits: Whenever you make a smite attempt while you are wielding a shield, you are a treated as being one size category larger for the purposes of damage only, and you treat your weapon as if you were wielding it with two hands. In addition, you gain a bonus to attack rolls with your melee weapon equal to your Charisma modifier for 3 rounds after you make a successful shield bash, and you do not lose the Armor bonus to Armor Class after making a shield bash.
    Again, you need to tell me what I'm losing and when I lose it. Right now, it makes it seem like I'm either gaining things for free or losing smite evil and proficiency with shields if I chose to at 6th level.

    That said, I love this ACF both by itself and with Sacred Bulwark. I may just have to roll up a Paladin with these bad boys next time I get the chance.


    Quote Originally Posted by unosarta View Post
    Divine Partner [Paladin]
    The Paladin may summon an outsider, in accordance to his alignment, and fight with the forces that are aligned with him.
    Replaces: Special Mount
    Benefits: The Paladin may summon an outsider a number of times per day equal to his Wisdom or Charisma modifier (whichever is higher). The outsider that the paladin summons depends on his alignment and his levels.
    {table=head]Paladin Level|Lawful Good|Chaotic Good|Chaotic Evil|Lawful Evil
    4th-8th|Hound Archon|Bralani|Quasit|Imp
    9th-13th|Legion Archon|Noble Djinni (without wishes)|Vrock|Erinyes
    14th-18th|Trumpet Archon|Ghaele|Nalfeshnee|Ice Devil
    19th-20th|Planetar|Planetar|Marilith|Horned Devil
    21+|Solar|Solar|Balor|Pit Fiend[/table]
    The outsiders summoned last for up to 5 rounds or until they die, and disappear after their duration ends, or when they die. No outsider so summoned may summon other outsiders. Summoning an outsider with this ability is a full round action.
    This is something that I honestly have a rough time gauging. It's more like using a Summon Monster X than a special mount, but it's limited in what it can summon. For example, at 4th level, a LG Paladin could have 2-4ish uses of Summon Monster 5 to get a Hound Archon. A CG Paladin gets the same number of uses, but instead it's a SM 6. Imps and Quasits are simply not summonable with the SM series.

    At the level this becomes available, I say it should equal to the same level's worth of summon monster, maybe less. Thus, a 5th level Paladin gets something off of either SM 2 or 3. As he levels up, say, in around 9-11, he instead gets ahead, getting either SM 6 at level 9 or SM 7 at level 11, growing slightly faster than an equal level wizard simply due to the limitations on the ability and the different amount of uses per day.

    As is, though, I've got a hard time judging it. Do I think it should be better than a Summon Monster Relevant? Yeah, probably, but it uses an entirely different determination for usages per day. High level spells per day are pretty easy to figure out at any given point, but Paladins - Paladins especially - could have Charisma ranging from 12-20 at even first level, depending on how much of a CHA-monkey that Paladin is going to be.

    Quote Originally Posted by unosarta View Post
    Light From Up On High [Paladin]
    The Paladin may form giant wings made of light, allowing him to fight in the skies as well.
    Replaces: Special Mount
    Benefits: The Paladin may form a pair of glowing wings as a move action, a number of times per day equal to his Wisdom or Charisma modifier, whichever is higher. The wings are a different shape and color depending on the Paladin’s alignment.
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    • Lawful Good: A pure white, the wings appear as four, slender oval-esque objects, without feathers.
    • Chaotic Good: A golden color, the wings appear as a pair of giant, feathery bird wings.
    • Chaotic Evil: A deep crimson, the wings appear as four, scaly objects, roughly the same shape as the wings granted by being Lawful Good.
    • Lawful Evil: A dark black, the wings are a pair of giant, feathery crow wings.

    The wings last for up to 10 minutes per use. While they are manifested, the Paladin gains a fly speed equal to his base land speed, with average maneuverability.
    I like how you mirrored the alignments with the wings. Nice job on that. Sadly, the crunch is a bit weak. At lower levels, they probably should be limited in use, but this ability doesn't grow properly. Instead, I'd model the amount of use and abuse the wings can take on either Dragonsborn or Raptorans. Switch it so the wings are (Ex), but take a move action to "activate" and go from there.


    Quote Originally Posted by unosarta View Post
    Justice Is My Arm, Retribution Is In My Eye [Paladin]
    The Paladin may summon a weapon, a weapon that burns with the shining light of justice.
    Replaces: Special Mount
    Benefits: The Paladin may summon a martial or simple melee weapon (or an exotic melee weapon, but the weapon’s effective enhancement bonus is reduced by 1) as a swift action. The weapon has an effective enhancement bonus equal to one half of the Paladin’s Paladin levels (although there is still the +5 cap on the applicable enhancement bonus). He may use the effective enhancement bonus to add weapon enchantments to his weapons, available to him as on the following table.

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    {table=head]Level Available|Enchantment

    5th
    |Bane|

    5th
    |Defending|

    5th
    |Flaming/Frost/Shock|

    5th
    |Keen|

    5th
    |Merciful|

    10th
    |Unholy/Axiomatic/Holy/Anarchic*|

    10th
    |Spell Storing|

    10th
    |Disruption|

    10th
    |Mighty Cleaving|

    10th
    |Throwing|

    15th
    |Flaming Burst/Icy Burst/Shocking Burst|

    15th
    |Wounding|

    15th
    |Speed|

    15th
    |Ghost-Touch|

    15th
    |Attuned|

    20th
    |Vorpal|

    20th
    |Brilliant|

    20th
    |Dancing|

    20th
    |Righteous|

    20th
    |Winged|[/table]
    *To use this weapon enchantment, you must have an alignment that matches the alignment of the specific enchantment.

    The weapon lasts for up to 10 minutes before dissipating. If the weapon ever leaves the Paladin’s possession without his permission, it similarly dissipates.

    Hmm, reading this makes me think I was overly broad in my reading of the Bulwark ability. That said, I honestly think it's not a bad idea to just merge this two together. A free weapon is nice, but only having it for 10 minutes at a time is really annoying. If you don't merge them, consider bumping up the time to either 10 minutes or even 1 hour per Paladin level.


    Quote Originally Posted by unosarta View Post
    Long Arm of the Law [Paladin]
    The Paladin may summon a bow or cross bow from the realm that gives him power.
    Replaces: Special Mount
    Benefits: The Paladin may summon a martial or simple ranged weapon (or an exotic ranged weapon, but the weapon’s effective enhancement bonus is reduced by 1) as a swift action. The weapon has an effective enhancement bonus equal to one half of the Paladin’s Paladin levels (although there is still the +5 cap on the applicable enhancement bonus). He may use the effective enhancement bonus to add weapon enchantments to his weapons, available to him as on the following table.

    Spoiler
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    {table=head]Level Available|Enchantment

    5th
    |Bane|

    5th
    |Flaming/Frost/Shock|

    5th
    |Distance|

    5th
    |Merciful|

    5th
    |Returning|

    10th
    |Unholy/Axiomatic/Holy/Anarchic*|

    10th
    |Flaming Burst/Icy Burst/Shocking Burst|

    10th
    |Crippling

    15th
    |Speed|

    15th
    |Zen|

    15th
    |Splitting|

    20th
    |Brilliant Energy|

    20th
    |Righteousness|

    20th
    |Moonsilver|

    20th
    |Volley|

    20th
    |Winged|[/table]
    *To use this weapon enchantment, you must have an alignment that matches the alignment of the specific enchantment.

    The weapon lasts for up to 10 minutes before dissipating. If the weapon ever leaves the Paladin’s possession without his permission, it similarly dissipates.
    My comments for the above and Bulwark go doubly here. If you do merge them, consider giving the ranged option a bit more "oomph" somehow, just due to the lack of outside support. My gut reaction is to add some of the archery Ranger spells in Spell Compendium either to the Paladin's spell-list or as additional enhancements, probably in the +1 to +2 range, depending.


    Quote Originally Posted by unosarta View Post
    Divine Savant (Paladin)
    The Paladin is able to cast spells that would otherwise be beyond him.
    Replaces: Turn Undead, Special Mount
    Benefits: The Paladin’s spells prepared becomes as follows:
    Spoiler
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    {table=head]Level|Spell Level
    1st
    |
    -
    2nd
    |
    -
    3rd
    |
    -
    4th
    |
    1
    5th
    |
    1
    6th
    |
    1
    7th
    |
    2
    8th
    |
    2
    9th
    |
    2
    10th
    |
    3
    11th
    |
    3
    12th
    |
    3
    13th
    |
    4
    14th
    |
    4
    15th
    |
    4
    16th
    |
    5
    17th
    |
    5
    18th
    |
    5
    19th
    |
    6
    20th
    |
    6
    [/table]


    In addition, he adds the following spells to his spell list. In order to cast a spell, he must still have a Wisdom score equal to the level of the spell +10.
    Spoiler
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    5th: Atonement, Commune, Hallow, Plane Shift, Righteous Might, Spell Resistance, True Seeing, Mass Cure Light Wounds and Disrupting Weapon.
    6th: Banishment, Blade Barrier, Mass Cure Moderate, Heal, Greater Dispel Magic, Find the Path, Undeath to Death, Heroes’ Feast, Mass Bull’s Strength, Mass Eagle’s Splender, Mass Owl’s Wisdom and Geas.

    You need to remake the tables for spells per day here, too. Honestly, it'd just be easier to copypasta the Bard's table from level 5 onwards, tweaking it slightly for the level delay. As for the list itself, I'd also throw them a bone and either let them grab some domain spells or give them an advanced learning that allows them to grab some cleric spells.

    Also throw a line in this ACF setting the Paladin's caster level equal to his class level. Like it should have been from the start.


    Quote Originally Posted by unosarta View Post
    One Thousand Hands (Paladin)
    The Paladin becomes an especially adept healer.
    Replaces: Smite Evil
    Benefits: Once per encounter at first level, and an additional time per encounter at 5th level, and every five levels thereafter (10th, 15th etc etc) the Paladin may grant all allies within 30 feet of himself Fast Healing equal to one half of his Paladin levels for a number of rounds equal to his Charisma modifier as a move action, or he can give them a sacred bonus to Attack and Damage rolls equal to his Charisma modifier for 3 rounds as a standard action, or he can grant them each a single move action, as a swift action (he may not grant himself a move action with this ability).

    I like this in that while it takes away something solidly "PALADIN" with Smite Evil, it gives back a lot in return without overdoing it. I would probably make it so that everything is based off of half-Paladin level to prevent Sorcadin Dips from going crazy with a solid Inspire Courage buff for a standard action. This would also stop the craziness that is a lesser Aasimar Paladin 1 from giving is party +5 to-hit and damage at level 1.

    Also, I would probably be explicit on if a 1st level Paladin tracks each of the three options separately on the uses per encounter. My gut says this level 1 example must choose between fast healing, more damage, or more defense rather than being able to drop all three in one fight.

    Also, I'd change the fluff tag on this since only one of the three deals with healing.

    Quote Originally Posted by unosarta View Post
    Weapon Qualities
    Spoiler
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    Righteous (Weapon Quality)
    A righteous weapon empowers the wielder after the wielder makes a smite attempt. The wielder gains a sacred bonus to damage and attack rolls when making a smite equal to the Righteous weapon’s total magic bonus (including the bonus that is subsumed from weapon enhancements), and you gain a sacred bonus to Armor Class and to damage rolls equal to the total magic bonus (including the bonus that is subsumed from weapon enhancements) for 3 rounds afterward.
    Strong transmutation; CL 14th; Craft Magical Arms and Armor, Holy Sword, Greater Magic Weapon; Price +4 bonus

    Attuned (Weapon Quality)
    An attuned weapon automatically grants the wielder any bonuses he might gain from a feat that is for a single weapon when wielding the attuned weapon. In addition, the wielder of the attuned weapon may cast weapon-like spells through the weapon as a melee attack. The wielder gains a bonus to damage and attack rolls (superseding the enhancement bonus from the weapon itself) equal to their caster level. The bonus from this ability may not exceed the total magic bonus that the weapon has (including the bonus that is subsumed from weapon enhancements).
    Medium transmutation; CL 11th; Craft Magical Arms and Armor, Mage’s Sword, Mage’s Lucubration; Price +3 bonus

    Winged (Weapon Quality)
    A winged weapon allows it’s wielder to fly. As long as the wielder is wielding the weapon, he or she is lifted up by wings attached to the hilt of the weapon, granting him a 30 foot fly speed with a maneuverability of (Poor). In addition, the wings may grant you, once per encounter, a deflection bonus to Armor Class for one attack equal to the enhancement bonus of the weapon; activating this ability is an immediate action.
    Major transmutation; CL 9; Craft Magical Arms and Armor, Overland Flight; Price +4

    Zen (Weapon Quality)
    A zen weapon may only be a ranged weapon. A zen weapon grants its wielder a bonus to Armor Class and Reflex saves equal to the wielder’s Wisdom modifier. In addition, the wielder may make a spot check (DC = 10 + Target’s HD) in order to ignore a target’s Damage Reduction for the rest of the encounter, as a move action.
    Moderate divination; CL 10; Craft Arms and Armor, True Seeing; Price +3

    Crippling (Weapon Quality)
    The crippling enchantment may only be applied to a piercing or slashing weapon. A crippling weapon is able to slow opponents. Every time the wielder of the crippling weapon makes an attack on a target, that target must make a Fortitude save (DC 13 + the weapon’s enhancement bonus + Wielder’s Charisma modifier) or have their movement speeds cut in half. If the weapon is used on an opponent more than once, and their fail their save both times, their speeds fall to one half base, minus 5 for each save failed. The target may not have their movement speeds reduced below 5 feet in this way.
    Moderate transmutation; CL 6; Craft Arms and Armor, Slow; Price +2

    Volley (Weapon Quality)
    The volley enchantment may only be applied to a ranged weapon. The wielder of the volley weapon may, once per encounter, make a number of attacks equal to the enhancement bonus of the weapon (not including the bonuses removed by weapon qualities), each at the wielder’s highest attack bonus. In addition, the wielder may make an additional ranged attack with every full attack made with the Volley weapon, at half of the highest attack bonus the wielder has with the weapon.
    Major evocation; CL 10; Craft Arms and Armor, Acid Arrow, Flame Arrow; Price +4

    Moonsilver (Weapon Quality)
    The moonsilver enchantment may only be applied to a ranged weapon. The wielder of the moonsilver weapon may change the material of ammunition being fired from the weapon to Alchemical Silver, Adamantine, Cold Iron, or Mithral as a swift action, once per encounter. The bow fires projectiles that are treated as if they are of that material for 5 rounds.
    Moderate transmutation; CL ; Craft Arms and Armor, Greater Magic Weapon; Price +3
    Righteous is interesting, but focuses a lot on the traditional problem of only having one big smite, but now with 3 rounds of cigarette afterwards.

    Attuned is an issue in that it allows gishes and Duskblades to fire off all of their Orb of Xs and similar spells in one glorious full-attack with that weapon. I'd throw a limitation of one weaponlike spell (see Complete Arcane, page X) per round and maybe focus more on the extra +3 (minimum) enhancement gained from the weapon.

    Considering how poor the flight is on a Winged weapon and the limitations on its defensive ability, I'd probably lower it to a +2, maybe, maybe +1, bonus. The deflection bonus gained is only a equal to the enhancement bonus on the weapon, meaning that, as a +4 quality, it's highly unlikely to matter by the time that aspect comes online. By the time a PC can buy a +5 (in total) weapon, he had better have a better means of flying then his poor sword, too.

    Zen is annoying in that for a +4 weapon, it gives clerics yet another means of getting WIS to AC. An easy way to avoid this is either to give it a common type or to require that the user actually attack with the weapon to activate this defensive bonus for a round.

    That said, the DR bypasser is clever and rather nice. 10+HD may be too high, however. Instead, I'd do 10+.5HD just so midlevels don't lead to people having to worry about bypassing some 30 HD monster while only having a +15 or so bonus to spot.

    Crippling should probably be explicit on each additional failed save causing the opponent to lose 5 feet of movement and how that interacts with the slow. You should also mention if you round up or down for creatures with 15 ft move speeds and armored opponents. Right now, the second failed save would make a human have a move speed of 5 ft. Another idea is to have a crippling weapon prevent the 5 ft step action, but offer another save when they try to 5 ft step away to do so. As is, unless I was playing a high CHA-swift hunter with travel devotion, I probably would never use this weapon quality.

    Volley is nice, but the free extra shot should probably be "At highest attack bonus-5." Solid weapon quality in my book, otherwise!

    Moonsilver is interesting, but should be a +1 weapon quality due to the fact that transmuting is a +2 quality and overcomes all DR on the second to infinite hit and the fact that this is a "ranged-only" weapon enhancement.

    Another general note: you should state whether these things are (Su), (Ex), SLAs, or -.
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    Quote Originally Posted by Thrice Dead Cat View Post
    PEACHes incoming. I'll do this class by class, running down the list.
    Woo! Thanks!

    Quote Originally Posted by Thrice Dead Cat View Post
    Got to say, I'm a fan of this. Normally, I'm not a big fan of fluff for homebrew stuff, but I'm a fan of that quote. From a random person, it may sound a bit self-righteous, but, for a Paladin, it works.
    Thanks!

    Quote Originally Posted by Thrice Dead Cat View Post
    Minor nitpick, but you should mention the level you decide when to grab the ACF. Most of the time it's unnecessary, but it's the form that the actual books use, and, to be fair, it's a good form for things like Dungeoncrashing fighter and others.
    Okay, this is a good point. I will add it in.

    Quote Originally Posted by Thrice Dead Cat View Post
    As for the ability itself, the dual stat you have set-up probably should have language such as "When you gain this alternate class feature, choose either Wisdom or Charisma to determine which stat determines the number of uses per day and the insight bonus it grants to Armor Class." It's an odd case, but it does make it easier in the case where a Paladin with 14 Wisdom, 16 Charisma gets an Owl's Wisdom spell and suddenly finds himself with an extra use at the end of the day... or start or just whatever.
    I guess that makes sense? My idea was that most Paladins will have their Wisdom always at 14, and their Charisma pumped, so it wouldn't matter for them to choose, because Charisma will almost always be higher, unless the Paladin is Wisdom focused, in which case Wisdom will be higher. There isn't really much place for in between. And, in your example, what if their Charisma was instead boosted, gaining them an extra 2 uses? They seem equal, except that I didn't want to box the Paladin into having to choose.

    Quote Originally Posted by Thrice Dead Cat View Post
    It's also odd in that your language makes it sound like a physical, literal shield with it being able to shield bash and the like, but its bonus is both an insight bonus to AC rather than a shield bonus and said bonus exists as long as the shield does, meaning that a Paladin could summon it, strap it to his back, and forget about it for the rest of the hour. This is silly and probably an oversight. That said, the insight bonus is better, because it allows a Paladin to go sword and board (or, really, just board) and still have a buckler for the shield bonus.
    It has both. He naturally gains an Insight bonus simply because the shield boosts his senses magically, allowing him to react to danger. He also gains the normal shield bonus when wielding it. Do you think I should make the insight bonus only when he is wielding it?

    Quote Originally Posted by Thrice Dead Cat View Post
    For the rest of it, you make it sound like the enhancement bonus is to attacks and damage, due to the special qualities listed, but also make it sound like those same enhancements could go towards shield AC (again, due to the qualities). As such, I would reword it to say:
    A lot of the special qualities listed are not offensive at all. And the enhancement bonus always applies to the Shield bonus while the shield is not being wielded as a weapon (when you haven't shield-bashed), and when you shield bash, you gain that bonus to attack and damage for the shield bash, but lose your shield bonus to Armor Class. That's just how it works.

    Quote Originally Posted by Thrice Dead Cat View Post
    "When a Paladin calls the shield it has a total of one-half the Paladin's class level in enhancement bonuses to spread the special qualities, an offensive enhancement, and an defensive enhancement. Points spent on the offensive enhancement treat the shield as being a magical weapon of the same amount of points invested into it. Defensive points further increase the AC granted by the shield, giving an extra +1 to Insight bonus to AC per point invested into the defensive enhancement. Thus, a level 8 Paladin with a 16 Wisdom and 12 Charisma who uses three of his points in the offensive enhancement and one point for the defensive enhancement would treat the shield as a +3 weapon, meaning he would gain an extra +3 to-hit and damage and gain a +4 Insight bonus to Armor Class rather than the normal base bonus of +3. Neither the offensive or defensive enhancement may exceed a +5 bonus."
    This is good enough that I might just include it anyway.

    Quote Originally Posted by Thrice Dead Cat View Post
    Also, you need to mention how much the special qualities cost in enhancement points and where exactly those qualities themselves can be found (assuming it is not core). Light fortification is a +1 armor/shield quality normally, but here I'm not sure, since it does not say.
    It is the same as normal. I will mention that.

    Quote Originally Posted by Thrice Dead Cat View Post
    On the special qualities, as a player, I'm miffed that you can't just get a base "At X level, you may have +Y special quality." As a fellow homebrewer and DM, I understand that that is just way too open ended in practice. As you have the outlines for an epic progression already, you should probably have a sidebar inside a spoiler for various epic special qualities.

    That said, this is a solid start!
    Yeah, I was thinking about it, but decided it would be better to give them options rather than allow them everything.
    I could definitely add some epic ones.


    Quote Originally Posted by Thrice Dead Cat View Post
    Again, you need to tell me what I'm losing and when I lose it. Right now, it makes it seem like I'm either gaining things for free or losing smite evil and proficiency with shields if I chose to at 6th level.

    That said, I love this ACF both by itself and with Sacred Bulwark. I may just have to roll up a Paladin with these bad boys next time I get the chance.
    That's actually a feat. I am pretty stupid for not labeling it as such, but that's what it is. I will go make a feat tag next to it.

    Quote Originally Posted by Thrice Dead Cat View Post
    This is something that I honestly have a rough time gauging. It's more like using a Summon Monster X than a special mount, but it's limited in what it can summon. For example, at 4th level, a LG Paladin could have 2-4ish uses of Summon Monster 5 to get a Hound Archon. A CG Paladin gets the same number of uses, but instead it's a SM 6. Imps and Quasits are simply not summonable with the SM series.
    The main problem with using Summon Monster is that there is not an equal distribution of aligned outsiders, which makes it all but impossible to actually try to make the ACF along alignment lines with those abilities. This was the closest I could get.

    Quote Originally Posted by Thrice Dead Cat View Post
    At the level this becomes available, I say it should equal to the same level's worth of summon monster, maybe less. Thus, a 5th level Paladin gets something off of either SM 2 or 3. As he levels up, say, in around 9-11, he instead gets ahead, getting either SM 6 at level 9 or SM 7 at level 11, growing slightly faster than an equal level wizard simply due to the limitations on the ability and the different amount of uses per day.
    Except, again, A) I wanted to make it seem more personal than that, and B) the outsiders are not equal distributed across the Summon Monsters.

    Quote Originally Posted by Thrice Dead Cat View Post
    As is, though, I've got a hard time judging it. Do I think it should be better than a Summon Monster Relevant? Yeah, probably, but it uses an entirely different determination for usages per day. High level spells per day are pretty easy to figure out at any given point, but Paladins - Paladins especially - could have Charisma ranging from 12-20 at even first level, depending on how much of a CHA-monkey that Paladin is going to be.
    Unfortunately, Summon Monster doesn't really fit the flavor of the ability, in addition to the above points.

    Quote Originally Posted by Thrice Dead Cat View Post
    I like how you mirrored the alignments with the wings. Nice job on that. Sadly, the crunch is a bit weak. At lower levels, they probably should be limited in use, but this ability doesn't grow properly. Instead, I'd model the amount of use and abuse the wings can take on either Dragonsborn or Raptorans. Switch it so the wings are (Ex), but take a move action to "activate" and go from there.
    Hm, okay.

    Quote Originally Posted by Thrice Dead Cat View Post
    Hmm, reading this makes me think I was overly broad in my reading of the Bulwark ability. That said, I honestly think it's not a bad idea to just merge this two together. A free weapon is nice, but only having it for 10 minutes at a time is really annoying. If you don't merge them, consider bumping up the time to either 10 minutes or even 1 hour per Paladin level.
    Merging this with Bulwark? Um, they have completely different niches, and different uses, and they target the same class feature. In addition, this, plus Sacred Bulwark, is much, much better than the normal Special Mount class feature. That is part of why I have them separate.

    Quote Originally Posted by Thrice Dead Cat View Post
    My comments for the above and Bulwark go doubly here. If you do merge them, consider giving the ranged option a bit more "oomph" somehow, just due to the lack of outside support. My gut reaction is to add some of the archery Ranger spells in Spell Compendium either to the Paladin's spell-list or as additional enhancements, probably in the +1 to +2 range, depending.
    I should probably give them summoned arrows as well. However, I like the Ranger spells idea as well.

    Quote Originally Posted by Thrice Dead Cat View Post
    You need to remake the tables for spells per day here, too. Honestly, it'd just be easier to copypasta the Bard's table from level 5 onwards, tweaking it slightly for the level delay. As for the list itself, I'd also throw them a bone and either let them grab some domain spells or give them an advanced learning that allows them to grab some cleric spells.

    Also throw a line in this ACF setting the Paladin's caster level equal to his class level. Like it should have been from the start.
    The problem with the idea of using the bard's spells is that the Paladin can only get this ACF at 4th level or higher (I am going clarify that). Granting them the choice between a few themed Domains seems alright.

    Quote Originally Posted by Thrice Dead Cat View Post
    I like this in that while it takes away something solidly "PALADIN" with Smite Evil, it gives back a lot in return without overdoing it. I would probably make it so that everything is based off of half-Paladin level to prevent Sorcadin Dips from going crazy with a solid Inspire Courage buff for a standard action. This would also stop the craziness that is a lesser Aasimar Paladin 1 from giving is party +5 to-hit and damage at level 1.
    Good point.

    Quote Originally Posted by Thrice Dead Cat View Post
    Also, I would probably be explicit on if a 1st level Paladin tracks each of the three options separately on the uses per encounter. My gut says this level 1 example must choose between fast healing, more damage, or more defense rather than being able to drop all three in one fight.
    The idea was, indeed, that they would gain however many uses, but would have to choose between the three options.

    Quote Originally Posted by Thrice Dead Cat View Post
    Also, I'd change the fluff tag on this since only one of the three deals with healing.
    Sorry, it used to be all healing, but I felt like it wouldn't be interesting enough. Will do.

    Quote Originally Posted by Thrice Dead Cat View Post
    Righteous is interesting, but focuses a lot on the traditional problem of only having one big smite, but now with 3 rounds of cigarette afterwards.
    The bonus afterwards is supposed to offset the Paladin's melee or ranged ability even without using too many smites.

    Quote Originally Posted by Thrice Dead Cat View Post
    Attuned is an issue in that it allows gishes and Duskblades to fire off all of their Orb of Xs and similar spells in one glorious full-attack with that weapon. I'd throw a limitation of one weaponlike spell (see Complete Arcane, page X) per round and maybe focus more on the extra +3 (minimum) enhancement gained from the weapon.
    That is a good idea. I think a lot of the bonus would be the second part of the ability, which allows for the wielder to gain a bonus to attack and damage rolls equal to his Caster level, which cannot exceed the total magic bonus the weapon has, including the bonuses that are subsumed by weapon qualities. This effectively means that the Paladin gains a bonus to Attack and Damage equal to his Caster Level all throughout his career. Hm. Maybe, once per day, the weapon allows you to cast a personal spell as a swift action, as long as the spell level is less than the enhancement bonus on the weapon (with a cap at +5, like normal)?

    Quote Originally Posted by Thrice Dead Cat View Post
    Considering how poor the flight is on a Winged weapon and the limitations on its defensive ability, I'd probably lower it to a +2, maybe, maybe +1, bonus. The deflection bonus gained is only a equal to the enhancement bonus on the weapon, meaning that, as a +4 quality, it's highly unlikely to matter by the time that aspect comes online. By the time a PC can buy a +5 (in total) weapon, he had better have a better means of flying then his poor sword, too.
    Good point.

    Quote Originally Posted by Thrice Dead Cat View Post
    Zen is annoying in that for a +4 weapon, it gives clerics yet another means of getting WIS to AC. An easy way to avoid this is either to give it a common type or to require that the user actually attack with the weapon to activate this defensive bonus for a round.
    I like the idea of making after an attack.

    Quote Originally Posted by Thrice Dead Cat View Post
    That said, the DR bypasser is clever and rather nice. 10+HD may be too high, however. Instead, I'd do 10+.5HD just so midlevels don't lead to people having to worry about bypassing some 30 HD monster while only having a +15 or so bonus to spot.
    Okay with me.

    Quote Originally Posted by Thrice Dead Cat View Post
    Crippling should probably be explicit on each additional failed save causing the opponent to lose 5 feet of movement and how that interacts with the slow. You should also mention if you round up or down for creatures with 15 ft move speeds and armored opponents. Right now, the second failed save would make a human have a move speed of 5 ft. Another idea is to have a crippling weapon prevent the 5 ft step action, but offer another save when they try to 5 ft step away to do so. As is, unless I was playing a high CHA-swift hunter with travel devotion, I probably would never use this weapon quality.
    Okay, I clarified that it only works for each failed save beyond the first. I could make it be that they prevent the 5 foot step whenever the wielder of the Crippling weapon makes a full attack with it.

    Quote Originally Posted by Thrice Dead Cat View Post
    Volley is nice, but the free extra shot should probably be "At highest attack bonus-5." Solid weapon quality in my book, otherwise!
    Okay.

    Quote Originally Posted by Thrice Dead Cat View Post
    Moonsilver is interesting, but should be a +1 weapon quality due to the fact that transmuting is a +2 quality and overcomes all DR on the second to infinite hit and the fact that this is a "ranged-only" weapon enhancement.
    Okay.

    Quote Originally Posted by Thrice Dead Cat View Post
    Another general note: you should state whether these things are (Su), (Ex), SLAs, or -.
    Where would I state that?


    [Edit]: I implemented everything you suggested that I agreed with, and I added the Force Warding Armor Quality, for the epic progression.
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    Quote Originally Posted by unosarta View Post
    I guess that makes sense? My idea was that most Paladins will have their Wisdom always at 14, and their Charisma pumped, so it wouldn't matter for them to choose, because Charisma will almost always be higher, unless the Paladin is Wisdom focused, in which case Wisdom will be higher. There isn't really much place for in between. And, in your example, what if their Charisma was instead boosted, gaining them an extra 2 uses? They seem equal, except that I didn't want to box the Paladin into having to choose.
    True, true. It just seemed odd to me to have it refer to it as a choice made when used rather than the usual set-up of "When you gain this ability, choose X or Y." That said, I understand why you did that and it makes sense.


    Quote Originally Posted by unosarta View Post
    It has both. He naturally gains an Insight bonus simply because the shield boosts his senses magically, allowing him to react to danger. He also gains the normal shield bonus when wielding it. Do you think I should make the insight bonus only when he is wielding it?
    You should stat the size of the shield then, since that has an effect on the shield bonus. Limiting to when it is held/wielded is also a solid idea.


    Quote Originally Posted by unosarta View Post
    A lot of the special qualities listed are not offensive at all. And the enhancement bonus always applies to the Shield bonus while the shield is not being wielded as a weapon (when you haven't shield-bashed), and when you shield bash, you gain that bonus to attack and damage for the shield bash, but lose your shield bonus to Armor Class. That's just how it works.
    Check the rules on shield bashes here. It explicitly states that a +5 shield with that bonus going towards AC used to attack someone doesn't get an extra +5 to-hit and damage. Thus, you can have the odd scenario of having a +1 shocking +4 SR 15 shield due to the fact that one set of enhancements treats it as a weapon while the other treats it as a piece of armor. That said, it is an odd rule.


    Quote Originally Posted by unosarta View Post
    This is good enough that I might just include it anyway.
    Thank you! I'm not normally a Paladin person, but your ACFs definitely caught my eye on this so I'm than happy to get it fine-tuned!

    Quote Originally Posted by unosarta View Post
    That's actually a feat. I am pretty stupid for not labeling it as such, but that's what it is. I will go make a feat tag next to it.
    Ah, that makes much more sense as a feat! Well done, I am a fan!


    Quote Originally Posted by unosarta View Post
    The main problem with using Summon Monster is that there is not an equal distribution of aligned outsiders, which makes it all but impossible to actually try to make the ACF along alignment lines with those abilities. This was the closest I could get.

    Except, again, A) I wanted to make it seem more personal than that, and B) the outsiders are not equal distributed across the Summon Monsters.

    Unfortunately, Summon Monster doesn't really fit the flavor of the ability, in addition to the above points.
    That's kind of what I was thinking when PEACHing, but it's just hard to get a proper feel for it as a combat mechanic, both due to have versatile some summons can be and due to its odd about of uses per day compared to a high end summoning spell. As I said, I do think your choices on monster should be locked in but also be stronger than a comparative level of summon monster. It's just a really hard thing to get the "sweet spot" of balance on.

    Good work on Light from On High. It feels slower than the normal methods, but at least permanent flight comes online, even if four levels late.

    Quote Originally Posted by unosarta View Post
    Merging this with Bulwark? Um, they have completely different niches, and different uses, and they target the same class feature. In addition, this, plus Sacred Bulwark, is much, much better than the normal Special Mount class feature. That is part of why I have them separate.
    Fair enough. My issue was that the fact that the shield already gives you such a solid weapon and/or shield, that this ability feels comparatively lacking. Sadly, I'm not sure what else the weapon could do outside of "more numbers!"

    Quote Originally Posted by unosarta View Post
    I should probably give them summoned arrows as well. However, I like the Ranger spells idea as well.
    Free arrows sounds good, with or without the Ranger spells. Just make sure that you limit them on type of arrows used or called to better showcase the Moonsilver enhancement.

    Quote Originally Posted by unosarta View Post
    The problem with the idea of using the bard's spells is that the Paladin can only get this ACF at 4th level or higher (I am going clarify that). Granting them the choice between a few themed Domains seems alright.
    Like I said, start with the bard's progression and tweak it. I'm better at gauging spell progressions when I see a full table. As of right now, a Paladin doesn't get any 5th or 6th level slots despite having those spells known, which is just silly!


    Quote Originally Posted by unosarta View Post
    The idea was, indeed, that they would gain however many uses, but would have to choose between the three options.
    I was leaning to that, but I figured it was best to clarify. As such, I like it as is!

    Quote Originally Posted by unosarta View Post
    The bonus afterwards is supposed to offset the Paladin's melee or ranged ability even without using too many smites.
    Ah, fair enough! I'm so used to playing with smites being per encounter that I sometimes forget that the default is per day. As such, that is a solid idea for a weapon quality. Still miffed that the melee and ranged weapons only last for 10 minutes, though.

    Quote Originally Posted by unosarta View Post
    That is a good idea. I think a lot of the bonus would be the second part of the ability, which allows for the wielder to gain a bonus to attack and damage rolls equal to his Caster level, which cannot exceed the total magic bonus the weapon has, including the bonuses that are subsumed by weapon qualities. This effectively means that the Paladin gains a bonus to Attack and Damage equal to his Caster Level all throughout his career. Hm. Maybe, once per day, the weapon allows you to cast a personal spell as a swift action, as long as the spell level is less than the enhancement bonus on the weapon (with a cap at +5, like normal)?
    That sounds good. The once a day thing is a nice touch but may be "too much." I'd try to get another 'brewer's opinion on it first. I personally don't think it would be overpowered, but I'm honestly not sure.


    Quote Originally Posted by unosarta View Post
    Okay, I clarified that it only works for each failed save beyond the first. I could make it be that they prevent the 5 foot step whenever the wielder of the Crippling weapon makes a full attack with it.
    I like how Crippling came out. Looks solid right now, but it may be too much for just a +2 weapon. Not sure, though. This is another thing I'd try to get another opinion on, though.

    Quote Originally Posted by unosarta View Post
    Where would I state that?
    Probably just at the end of each ability with something like "Class Feature X is a supernatural/spell-like/extraordinary ability.


    Next post will probably be for the Druid ACF. I feel like by the time each class is covered, you'll need a separate thread just to have them all together and on the same page! That or you could links to your first post to each post with the various ACFs.
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    "See these cookies? Note how while good they taste sort of bland. Now try these, they're the same cookies but with chocolate chips added. Notice how with the second batch we expended slightly more ingredients but dramatically enhanced the flavor? That's metamagic."
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    Default Re: Alternate Class Features For All Classes (Feats/ACFs, P.E.A.C.H.)

    Quote Originally Posted by unosarta View Post
    Bestial Ally (Bard)
    The Bard gains a beast to aid him, drawn to the bard by the beautiful music he or she makes, and kept there by the connection that was made.
    Level: 1st
    Replaces: Spellcasting
    Benefits: The Bard gains an animal companion, as a Druid of her level.
    This one is absolutely weaksauce. Trading out casting up to sixth level spells for a pet wolf? Awful trade.
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    Quote Originally Posted by SPoD View Post
    This one is absolutely weaksauce. Trading out casting up to sixth level spells for a pet wolf? Awful trade.
    Not to mention that Animal Companion is just a little bit stronger than a feat (Wild Cohort).

    Also, Beryl Haruspex seems counter-intuitive in losing the benefits of the invested essentia while wildshaped, as there is nothing in MoI that implies a Druid 5/Totemist X would do so while wildshaped.
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    Under the Ranger's spells per day, you have listed spell level, but not spells/day Essentially, you are missing the bulk of the table.

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    Quote Originally Posted by unosarta View Post
    *snip'd fluff and picture*
    Not bad. I still need to read the rest of the quotes, but you may have a knack for them, unosarta!

    Quote Originally Posted by unosarta View Post
    Sage of Earth (Druid)
    The Druid’s spiritual connection to nature strengthens.
    Level: 5th
    Replaces: Wildshape
    Benefits: The Druid gains access to the Air, Earth, Fire and Water domains, as well as the Animal domain. This includes all of the spells associated with the domains, as well as the domain powers. The Druid may spontaneously cast any spell that appears in those five domains, using a prepared spell slot of the same level as the spell that is to be cast.
    Considering this messes with the spontaneous casting by throwing them five spells a level rather than the usual, I may also change it so they can no longer convert slots into SNA X. That said, considering that they are losing wildshape for this, not too terribly bad.


    Quote Originally Posted by unosarta View Post
    Nature’s Champion (Druid)
    The Druid gains martial prowess, able to become powerful in battle.
    Level: 1st
    Replaces: Spellcasting
    Benefits: The Druid gains Initiating as a Warblade of her level, with the recovery method of the Swordsage. She has access to the Tiger Claw, Stone Dragon, Desert Wind and Diamond Mind disciplines. She may initiated a maneuver in a Wildshaped form using any natural attacks that the form possesses.

    Oooooh, I love this. Yeah, you're getting the worst maneuvers prepared with the worst recovery method, but actually being a face-eating tiger using tiger claw while riding a bigger tiger... yo dawg has never been finer!


    Quote Originally Posted by unosarta View Post
    Beryl Haruspex (Druid)
    The Druid becomes able to bind the souls of the dead to her, and shape them into the forms of nature's children.
    Level: 1st
    Replaces: Spellcasting
    Benefits: The Druid gains access to Meldshaping as a Totemist of her level. She does not gain access to the Totem Chakra. She may only bind Totemist soulmelds. She loses the benefits of her invested Essentia while Wildshaped, although still keeps the base effects of the soulmelds.
    I'd nix the nerf on the invested essentia loss, state that they learn only Totemist soulmelds but may still blow feats to get access to the other two's lists, and explicitly state that they do get the other binds that a Totemist would get and when they get it. Otherwise, a nice, thematic idea.


    Quote Originally Posted by unosarta View Post
    Spirit Binder (Druid)
    The Druid becomes able to bind the spirits of those who have entered the void, and allow nature's favor to fall upon them once again.
    Level: 1st
    Replaces: Spellcasting
    Benefits: The Druid gains soulbinding as a Binder of her level. She gains no other benefits of the Binder class. She loses any benefits of her Vestiges that require an action in order to use, although she keeps the passive benefits.
    This is a little harsher, considering a lot of vestiges are all about their active effects. Try to get another line there instead, because, as is, that's really rough. Maybe make it so they recharge over a longer duration than the default five rounds for things that have that recharge time, probably going so far to make all things that formally had a default recharge of five rounds being usable only once per encounter instead?

    Short post, so I'll edit in another set of ACFs.

    EDIT: As promised, now with more Ranger!

    Quote Originally Posted by unosarta View Post
    *sniped fluff*

    Mystic Hunter (Ranger)
    The Ranger becomes mystically powerful, gaining spiritual presence like the woodland gods he worships.
    Level: 4th
    Replaces: Animal Companion
    Benefits: The Ranger’s spells prepared becomes as follows:
    Spoiler
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    {table=head]Level|Spell Level
    1st
    |
    -
    2nd
    |
    -
    3rd
    |
    -
    4th
    |
    1
    5th
    |
    1
    6th
    |
    1
    7th
    |
    2
    8th
    |
    2
    9th
    |
    2
    10th
    |
    3
    11th
    |
    3
    12th
    |
    3
    13th
    |
    4
    14th
    |
    4
    15th
    |
    4
    16th
    |
    5
    17th
    |
    5
    18th
    |
    5
    19th
    |
    6
    20th
    |
    6
    [/table]


    In addition, he adds the following spells to his spell list. In order to cast a spell, he must still have a Wisdom score equal to the level of the spell +10. His caster level becomes equal to his Ranger levels.
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    5th: Atonement, Awaken, Call Lightning Storm, Control Winds, Cure Critical Wounds, Insect Plague, Stoneskin, Summon Nature’s Ally V, Tree Stride, Wall of Thorns. and Hallow.
    6th: Mass Bear’s Endurance, Mass Bull’s Strength, Mass Cat’s Grace, Mass Cure Light Wounds, Greater Dispel Magic, Find the Path, Ironwood, Liveoak, Move Earth, Mass Owl’s Wisdom, Stone Tell, Transport via Plants and Wall of Stone.
    Again, you need an actual table for spell slots per day since this is changing so much. As is, like with the Paladin, this is fine.

    Quote Originally Posted by unosarta View Post
    Truebane Pursuant (Ranger)
    The Ranger becomes even more able to attack and harm his enemies.
    Level: 4th
    Replaces: Spellcasting
    Benefits: Once per encounter at fourth level, and an additional time per encounter every 4 levels thereafter (8th, 12th, etc etc), the Ranger may make a smite against a favored enemy of his, as an attack action (therefore combine-able with full attacks). This smite is a single attack that gains a bonus to the attack roll equal to the Ranger’s Wisdom modifier, and gains a bonus to the damage roll equal to the Ranger’s Wisdom modifier plus his levels in Ranger.
    Not bad. I don't think it is worth spellcasting due to the love in SpC, but a solid alternative what with it being per encounter and all.


    Quote Originally Posted by unosarta View Post
    Skyblue Swiftfoot (Ranger)
    The Ranger becomes able to bind the souls of the dead, using them to power himself.
    Level: 4th
    Replaces: Spellcasting
    Benefits: The Ranger becomes able to shape soulmelds as a Soulborn, but using the Totemist chakras. He gains no other benefits of being a Soulborn.
    Whatever you do, please, please, please do not do it "as a soulborn." It's just too low, even when using the Totemist's stuff. You also need to say which binds they get and when. Although, it could be workable, assuming they at least get the totem bind and go from there, but "as soulborn" just usually a terrible idea out of the box.


    Quote Originally Posted by unosarta View Post
    Daring Stalker (Ranger)
    The Ranger gains martial prowess even greater than regular hunters.
    Level: 4th
    Replaces: Spellcasting
    Benefits: The Ranger gains Initiating as a Warblade of his level, with access to the Tiger Claw, Iron Rain, and Desert Wind disciplines.
    Solid! You need to say how he refreshes them, and I'd also go ahead and just look at both Fax's and I want to say Stormwind's Martial Adept Rangers, each with their own versions of Falling Star maneuvers made by their respective creators.


    Quote Originally Posted by unosarta View Post
    Ethereal Huntsman (Ranger)
    The Ranger’s stealth capabilities increase even further.
    Level: 4th
    Replaces: Animal Companion
    Benefits: The Ranger may, as a swift action, become Invisible, for up to one round, as the Greater Invisibility spell. After using this ability, the Ranger must wait 1d4 rounds before using it again. He may not use this ability outside of combat.
    I'd probably make it a solid "4 rounds" rather than the random 1d4, but otherwise I like it. The tag about not being able to use it outside of combat is a little klunky, however.
    Last edited by Thrice Dead Cat; 2011-06-04 at 06:07 PM.
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    "See these cookies? Note how while good they taste sort of bland. Now try these, they're the same cookies but with chocolate chips added. Notice how with the second batch we expended slightly more ingredients but dramatically enhanced the flavor? That's metamagic."
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    Quote Originally Posted by Thrice Dead Cat View Post
    Not bad. I still need to read the rest of the quotes, but you may have a knack for them, unosarta!
    Thanks!

    Quote Originally Posted by Thrice Dead Cat View Post
    Considering this messes with the spontaneous casting by throwing them five spells a level rather than the usual, I may also change it so they can no longer convert slots into SNA X. That said, considering that they are losing wildshape for this, not too terribly bad.
    That is actually a good idea.

    Quote Originally Posted by Thrice Dead Cat View Post
    Oooooh, I love this. Yeah, you're getting the worst maneuvers prepared with the worst recovery method, but actually being a face-eating tiger using tiger claw while riding a bigger tiger... yo dawg has never been finer!
    Yeah, I wanted to limit them somehow. When I made the Monk form of the ToB ACF, I was actually thinking about giving them Swordsage progression with Warblade recovery, just because they seriously need a boost, but it seemed like too much.

    Quote Originally Posted by Thrice Dead Cat View Post
    I'd nix the nerf on the invested essentia loss, state that they learn only Totemist soulmelds but may still blow feats to get access to the other two's lists, and explicitly state that they do get the other binds that a Totemist would get and when they get it. Otherwise, a nice, thematic idea.
    Okay.

    Quote Originally Posted by Thrice Dead Cat View Post
    This is a little harsher, considering a lot of vestiges are all about their active effects. Try to get another line there instead, because, as is, that's really rough. Maybe make it so they recharge over a longer duration than the default five rounds for things that have that recharge time, probably going so far to make all things that formally had a default recharge of five rounds being usable only once per encounter instead?

    Short post, so I'll edit in another set of ACFs.

    EDIT: As promised, now with more Ranger!
    Hm, that isn't a bad idea. I just didn't like the idea of something like a breath of fire ability (that I know one of the vestiges grants) while in animal form.

    Quote Originally Posted by Thrice Dead Cat View Post
    Again, you need an actual table for spell slots per day since this is changing so much. As is, like with the Paladin, this is fine.
    Argh, I knew I was missing something. I will go make that.

    Quote Originally Posted by Thrice Dead Cat View Post
    Whatever you do, please, please, please do not do it "as a soulborn." It's just too low, even when using the Totemist's stuff. You also need to say which binds they get and when. Although, it could be workable, assuming they at least get the totem bind and go from there, but "as soulborn" just usually a terrible idea out of the box.
    Well, they need to get it at 4th level, when they gain casting, and soulborn is currently the only progression that comes close. I could say something like "Totemist - 4", but that also seems low (Albeit still better than soulborn). Maybe I should just go Totemist - 4, with the opened Chakra Binds of a regular totemist?

    Quote Originally Posted by Thrice Dead Cat View Post
    Solid! You need to say how he refreshes them, and I'd also go ahead and just look at both Fax's and I want to say Stormwind's Martial Adept Rangers, each with their own versions of Falling Star maneuvers made by their respective creators.
    Same as warblade, forgot to mention. Yeah, adding the falling star is probably a good idea as well.

    Quote Originally Posted by Thrice Dead Cat View Post
    I'd probably make it a solid "4 rounds" rather than the random 1d4, but otherwise I like it. The tag about not being able to use it outside of combat is a little klunky, however.
    Good by me. The thing about the "not usable outside of combat" thing is that if they were to be able to use it out of combat, it would either be permanent, or else it would be so short that it wouldn't do anything anyway, either way making it pretty much unusable and/or unbalanced. Thus, the best way to do it is to just make it not usable outside of combat.

    Quote Originally Posted by 137ben View Post
    Under the Ranger's spells per day, you have listed spell level, but not spells/day Essentially, you are missing the bulk of the table.
    Herp-derp.

    Quote Originally Posted by Morph Bark View Post
    Not to mention that Animal Companion is just a little bit stronger than a feat (Wild Cohort).

    Also, Beryl Haruspex seems counter-intuitive in losing the benefits of the invested essentia while wildshaped, as there is nothing in MoI that implies a Druid 5/Totemist X would do so while wildshaped.
    Maybe the bard gains multiple Animal Companions?

    Quote Originally Posted by Thrice Dead Cat View Post
    You should stat the size of the shield then, since that has an effect on the shield bonus. Limiting to when it is held/wielded is also a solid idea.
    Good point.

    Quote Originally Posted by Thrice Dead Cat View Post
    Check the rules on shield bashes here. It explicitly states that a +5 shield with that bonus going towards AC used to attack someone doesn't get an extra +5 to-hit and damage. Thus, you can have the odd scenario of having a +1 shocking +4 SR 15 shield due to the fact that one set of enhancements treats it as a weapon while the other treats it as a piece of armor. That said, it is an odd rule.
    That is weird. Well, I used your wording anyway, so it's cool.

    Quote Originally Posted by Thrice Dead Cat View Post
    Thank you! I'm not normally a Paladin person, but your ACFs definitely caught my eye on this so I'm than happy to get it fine-tuned!
    Thanks!

    Quote Originally Posted by Thrice Dead Cat View Post
    Ah, that makes much more sense as a feat! Well done, I am a fan!
    Awesome. I felt really stupid, since this thread was originally just for the first ACF and the feat, and then I added more, and then did other classes, and forgot to move the feat, or tag it.

    Quote Originally Posted by Thrice Dead Cat View Post
    That's kind of what I was thinking when PEACHing, but it's just hard to get a proper feel for it as a combat mechanic, both due to have versatile some summons can be and due to its odd about of uses per day compared to a high end summoning spell. As I said, I do think your choices on monster should be locked in but also be stronger than a comparative level of summon monster. It's just a really hard thing to get the "sweet spot" of balance on.

    Good work on Light from On High. It feels slower than the normal methods, but at least permanent flight comes online, even if four levels late.
    I get what you are saying, but the thing is, I was trying to make it CRs that were almost the same as the level when you gained the outsider, so that the outsider loses some of its power, and then you gain a new one of greater power, showing how you move up the rungs of the celestial ladder, so to speak, if that makes sense.

    Light From On High was torn almost directly from the Dragonborn (who are, I did not realize before, an awesome race/template), with the progression tinkered with.

    Quote Originally Posted by Thrice Dead Cat View Post
    Fair enough. My issue was that the fact that the shield already gives you such a solid weapon and/or shield, that this ability feels comparatively lacking. Sadly, I'm not sure what else the weapon could do outside of "more numbers!"
    Yeah, I don't know how to change that. I was going to allow the Paladin to ignore focus' in favor of his weapon, but I don't know any Paladin spells that require a focus.

    Quote Originally Posted by Thrice Dead Cat View Post
    Free arrows sounds good, with or without the Ranger spells. Just make sure that you limit them on type of arrows used or called to better showcase the Moonsilver enhancement.
    Good point. They would have to be mundane anyway, since the enhancement bonus wouldn't stack with that of the Bow.

    Quote Originally Posted by Thrice Dead Cat View Post
    Ah, fair enough! I'm so used to playing with smites being per encounter that I sometimes forget that the default is per day. As such, that is a solid idea for a weapon quality. Still miffed that the melee and ranged weapons only last for 10 minutes, though.
    I could extend them to an hour, I suppose.

    Quote Originally Posted by Thrice Dead Cat View Post
    That sounds good. The once a day thing is a nice touch but may be "too much." I'd try to get another 'brewer's opinion on it first. I personally don't think it would be overpowered, but I'm honestly not sure.
    Yeah, I didn't add it for that reason.

    Quote Originally Posted by Thrice Dead Cat View Post
    Probably just at the end of each ability with something like "Class Feature X is a supernatural/spell-like/extraordinary ability.
    Okay.

    Quote Originally Posted by Thrice Dead Cat View Post
    Next post will probably be for the Druid ACF. I feel like by the time each class is covered, you'll need a separate thread just to have them all together and on the same page! That or you could links to your first post to each post with the various ACFs.
    Good idea. I could have a small section above the Paladin part, talking about it.

    Unfortunately, there are VERY few classes that are easy or fun to homebrew ACFs for. The class has to have actual class features, and not just spellcasting or feats (*cough*Wizard, Sorcerer, Fighter*cough*), and yet has to have class features that you can replace, that aren't amazingly integral to the class, and allow you some room to actually make interesting class features, since you can't do much when you are replacing something like "DR X". Like, the above criteria gets rid of Fighter, probably Rogue, Sorcerer, Wizard, Psion, Psychic Warrior (although there is maybe some stuff I could do with that class...), and probably the Barbarian. There just aren't enough class features for me to remove in order to make interesting ACFs. Which is really frustrating.
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    Quote Originally Posted by unosarta View Post
    Hm, that isn't a bad idea. I just didn't like the idea of something like a breath of fire ability (that I know one of the vestiges grants) while in animal form.
    While I understand that, the druid is that sort of beast just because of its three main class features. Also, nothing is stopping a Binder from polymorphing into something crazy and then breathing fire!


    Quote Originally Posted by unosarta View Post
    Well, they need to get it at 4th level, when they gain casting, and soulborn is currently the only progression that comes close. I could say something like "Totemist - 4", but that also seems low (Albeit still better than soulborn). Maybe I should just go Totemist - 4, with the opened Chakra Binds of a regular totemist?
    The Totemist - 4 is a stronger than Soulborn, but those lost four levels do mean slightly slower chakra progression, but it is easily worth it due to the fact that Soulborns are just that bad... and that's not even adding to the fact that he would get the totem chakra.


    Quote Originally Posted by unosarta View Post
    Same as warblade, forgot to mention. Yeah, adding the falling star is probably a good idea as well.
    I figured it was worth mentioning, because I know Stormwind was big on converting the Ranger to an initiator class. Thank you Google! Looks like it was a project alongside RadicalTaoist.


    Quote Originally Posted by unosarta View Post
    Good by me. The thing about the "not usable outside of combat" thing is that if they were to be able to use it out of combat, it would either be permanent, or else it would be so short that it wouldn't do anything anyway, either way making it pretty much unusable and/or unbalanced. Thus, the best way to do it is to just make it not usable outside of combat.
    That's understandable. Since it is improved invisibility, I see why you don't want them to be able to do it nearly every round. That said, I still found it peculiar.

    Quote Originally Posted by unosarta View Post
    That is weird. Well, I used your wording anyway, so it's cool.
    As I said before, I'm happy to help. I rarely have the spark needed for creating new 'brew, but I can at least look over things and give out PEACHes to help a project along.


    Quote Originally Posted by unosarta View Post
    Thanks!
    You are more than welcome on that. It was rather inspiring to find something other than Battle Blessing that makes a Paladin stick out from a crunch point of view, and with your opening line of fluff there it just really struck me. I just hope I can find a game for it soon!


    Quote Originally Posted by unosarta View Post
    Awesome. I felt really stupid, since this thread was originally just for the first ACF and the feat, and then I added more, and then did other classes, and forgot to move the feat, or tag it.
    Clerical errors happen: that's why WotC has editors and homebrewers ask for PEACHes.


    Quote Originally Posted by unosarta View Post
    I get what you are saying, but the thing is, I was trying to make it CRs that were almost the same as the level when you gained the outsider, so that the outsider loses some of its power, and then you gain a new one of greater power, showing how you move up the rungs of the celestial ladder, so to speak, if that makes sense.
    Raw CR is a bit much just because one CR X threat should have a 50/50 shot against another CR X foe. It's not often the case, but that's the premise. That said, limiting the ability to specific monsters does help. Higher level summons are all about the SLAs, so it becomes a difficult game between either grabbing something beefier and more still a relevant combatant or simply giving the Paladin their own little set of SLAs CHA mod times per day. As such, I'd go more towards something that would fight alongside the Paladin than another caster.

    Quote Originally Posted by unosarta View Post
    Light From On High was torn almost directly from the Dragonborn (who are, I did not realize before, an awesome race/template), with the progression tinkered with.
    That's why I suggested using them as a base! I don't think the full time flight should be as delayed as it is, but the gliding mechanic does make it nearly full-time. You probably should allow them to fly while in heavier armor or loads. The weight of the world is heavy, after all.


    Quote Originally Posted by unosarta View Post
    Yeah, I don't know how to change that. I was going to allow the Paladin to ignore focus' in favor of his weapon, but I don't know any Paladin spells that require a focus.
    You could maybe give them bonus feats or mini-maneuvers they can use with their summoned weapon. Paladins usually aren't known for combat tricks, but a very lite maneuver system tagged onto the weapon could help it.


    Quote Originally Posted by unosarta View Post
    I could extend them to an hour, I suppose.
    One hour should be enough. It's still something you need to worry about not having, but with only 10 minutes, I feel that it would be too common to have to resummon your sword in every fight in the dungeon crawl. Not saying that that is a high chance, but rather that 10 minutes is an odd time set.


    Quote Originally Posted by unosarta View Post
    Yeah, I didn't add it for that reason.
    Fair enough. Looking at the Attuned quality again, you should probably mention if the spell/attack is resolved as a normal attack with the spell added onto it or as just shooting a spell from the sword in place of an attack. Rereading it, I could see it going either way. Also, you need to add something that the enhancement bonus boost only comes up in the round a spell is cast, because, right now, it doesn't say that. You should probably give an example weapon just so it is clear what you mean on the extra enhancement bonus. "For example, a +1 Attuned Vorpal Sickle in the hands of a 12th level Cleric would instead become a +8 Attuned Vorpal Sickle when used to channel flame strike. However, if that same sickle were to be used by a 5th level Druid casting poison, it would instead become a +5 Attuned Vorpal Sickle due to his lower caster level."


    Quote Originally Posted by unosarta View Post
    Unfortunately, there are VERY few classes that are easy or fun to homebrew ACFs for. The class has to have actual class features, and not just spellcasting or feats (*cough*Wizard, Sorcerer, Fighter*cough*), and yet has to have class features that you can replace, that aren't amazingly integral to the class, and allow you some room to actually make interesting class features, since you can't do much when you are replacing something like "DR X". Like, the above criteria gets rid of Fighter, probably Rogue, Sorcerer, Wizard, Psion, Psychic Warrior (although there is maybe some stuff I could do with that class...), and probably the Barbarian. There just aren't enough class features for me to remove in order to make interesting ACFs. Which is really frustrating.
    Well, with most of those you can at least trade out the feats! Sorcerer, though, that's rough. The usual trend for racial ACFs is to mess with the HD, skill list, spells known, and then usually knock them down a spell slot of their newest level of spells for that ACF level.


    I cut some of the natter out of this post. Next one of mine will probably be or another new PEACH just so the later "printings" get some love, too.
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    Quote Originally Posted by Thrice Dead Cat View Post
    While I understand that, the druid is that sort of beast just because of its three main class features. Also, nothing is stopping a Binder from polymorphing into something crazy and then breathing fire!
    If they have polymorph, which is unlikely.

    Quote Originally Posted by Thrice Dead Cat View Post
    The Totemist - 4 is a stronger than Soulborn, but those lost four levels do mean slightly slower chakra progression, but it is easily worth it due to the fact that Soulborns are just that bad... and that's not even adding to the fact that he would get the totem chakra.
    I gave them the Chakra as normal, the only thing that is slowed is the actual Chakra Binds, Essentia, and Soulmelds.

    Quote Originally Posted by Thrice Dead Cat View Post
    I figured it was worth mentioning, because I know Stormwind was big on converting the Ranger to an initiator class. Thank you Google! Looks like it was a project alongside RadicalTaoist.
    Yeah. Also, Iron Rain only really, as far as I can tell, applies to guns, which is sort of useless for some rangers.

    Quote Originally Posted by Thrice Dead Cat View Post
    As I said before, I'm happy to help. I rarely have the spark needed for creating new 'brew, but I can at least look over things and give out PEACHes to help a project along.
    Aw man, I remember your homebrew being really good.

    Quote Originally Posted by Thrice Dead Cat View Post
    You are more than welcome on that. It was rather inspiring to find something other than Battle Blessing that makes a Paladin stick out from a crunch point of view, and with your opening line of fluff there it just really struck me. I just hope I can find a game for it soon!
    Battle blessing is another option that is quite interesting, both mechanically and from a character point of view.

    Quote Originally Posted by Thrice Dead Cat View Post
    Clerical errors happen: that's why WotC has editors and homebrewers ask for PEACHes.
    Heheh, thanks!

    Quote Originally Posted by Thrice Dead Cat View Post
    Raw CR is a bit much just because one CR X threat should have a 50/50 shot against another CR X foe. It's not often the case, but that's the premise. That said, limiting the ability to specific monsters does help. Higher level summons are all about the SLAs, so it becomes a difficult game between either grabbing something beefier and more still a relevant combatant or simply giving the Paladin their own little set of SLAs CHA mod times per day. As such, I'd go more towards something that would fight alongside the Paladin than another caster.
    A good point. I can definitely see the SLAs being a problem, but I think the set up of actually having outsiders that sort of make sense with the alignment almost becomes as or more important.

    Quote Originally Posted by Thrice Dead Cat View Post
    That's why I suggested using them as a base! I don't think the full time flight should be as delayed as it is, but the gliding mechanic does make it nearly full-time. You probably should allow them to fly while in heavier armor or loads. The weight of the world is heavy, after all.
    Yeah, and that is what I ended up doing. Actually, that is a good idea. Maybe they can ignore their weapons and armor while flying?

    Quote Originally Posted by Thrice Dead Cat View Post
    You could maybe give them bonus feats or mini-maneuvers they can use with their summoned weapon. Paladins usually aren't known for combat tricks, but a very lite maneuver system tagged onto the weapon could help it.
    Oh oh oh! Maybe I could give them different feats whenever they summon their weapon, chosen upon summoning, that they must qualify for, and only gain the benefits of while wielding the weapon?

    Quote Originally Posted by Thrice Dead Cat View Post
    One hour should be enough. It's still something you need to worry about not having, but with only 10 minutes, I feel that it would be too common to have to resummon your sword in every fight in the dungeon crawl. Not saying that that is a high chance, but rather that 10 minutes is an odd time set.
    Yeah, I can definitely see that.

    Quote Originally Posted by Thrice Dead Cat View Post
    Fair enough. Looking at the Attuned quality again, you should probably mention if the spell/attack is resolved as a normal attack with the spell added onto it or as just shooting a spell from the sword in place of an attack. Rereading it, I could see it going either way. Also, you need to add something that the enhancement bonus boost only comes up in the round a spell is cast, because, right now, it doesn't say that. You should probably give an example weapon just so it is clear what you mean on the extra enhancement bonus. "For example, a +1 Attuned Vorpal Sickle in the hands of a 12th level Cleric would instead become a +8 Attuned Vorpal Sickle when used to channel flame strike. However, if that same sickle were to be used by a 5th level Druid casting poison, it would instead become a +5 Attuned Vorpal Sickle due to his lower caster level."
    Your example isn't really how it works. The weapon itself would be a +1 Attuned Vorpal Sickle, and the wielder gains a bonus to attack and damage rolls while wielding it equal to their caster level, with a maximum of the total magic bonus. In this case, they gain a +8 bonus to attack and damage, in addition to the enhancement bonus.

    Quote Originally Posted by Thrice Dead Cat View Post
    Well, with most of those you can at least trade out the feats! Sorcerer, though, that's rough. The usual trend for racial ACFs is to mess with the HD, skill list, spells known, and then usually knock them down a spell slot of their newest level of spells for that ACF level.
    Yeah, I have a serious beef with whoever designed the Sorcerer class.

    Quote Originally Posted by Thrice Dead Cat View Post
    I cut some of the natter out of this post. Next one of mine will probably be or another new PEACH just so the later "printings" get some love, too.
    No problems.
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    Quote Originally Posted by unosarta View Post
    If they have polymorph, which is unlikely.
    True, but it is a possibility via UMD, Karsus, and maybe one of the supplemental vestiges. I feel like there was an "in-house" way of doing it, but I may just be playing too many wizards.


    Quote Originally Posted by unosarta View Post
    I gave them the Chakra as normal, the only thing that is slowed is the actual Chakra Binds, Essentia, and Soulmelds.
    You should mention that explicitly. Incarnum is weird, and chakra binds aren't technically a part of having essentia and soulmelds, as dumb as that sounds. This leads to odd quirk where each prestige class has to give out melds at its own rate, meaning most of the time, if you aren't dipping totemist to add to something else, you're running from 1 to 20 in a class just for quicker binds and class features that allow you more essentia than normal for X or Y.


    Quote Originally Posted by unosarta View Post
    Yeah. Also, Iron Rain only really, as far as I can tell, applies to guns, which is sort of useless for some rangers.
    Well, Rangers in World of Warcraft use guns... More seriously, though, it may not be a bad idea to remove this ACF not because it isn't a solid idea, but rather due to the "overhaul" you could do with just that instead, going so far to give them some guns (setting permitting), allowing them to do quick loads on said guns, and/or focus on their maneuvers.

    That said, this quick and dirty martial adept fix isn't a bad idea.


    Quote Originally Posted by unosarta View Post
    Aw man, I remember your homebrew being really good.
    Mostly, I liked doing homebrew for the various contests, assuming I had proper inspiration, time, and ideas for the concept at hand, but college eats up a good 8-9 months. That said, I still check in over here to help others in fine-tuning the homebrew because of all of the crunch and random ideas that people have.

    That said, I'm glad to hear that there are multiple people on these forums that have been interested in my works, either using it for further inspiration or just using it period is kind of touching in an odd sort of way. I've had somethings on the backburner for a while, but nothing's come out recently and struck as something that "fits" yet - either from a fluff via or really any crunch view. The last thing (and I still need to polish them up) I did were the Relicforged. Same goes for most of my stuff on The Bookkeeper. I still need to make spells for that domain list. If you want anything of mine updated or given a second look, feel free to send a PM my way.

    Eh, enough about my past! I still have stuff to PEACH and posts to bounce back and forth!


    Quote Originally Posted by unosarta View Post
    Battle blessing is another option that is quite interesting, both mechanically and from a character point of view.
    Part of why I love it so much is that is just such a different type of Paladin. Normally, a Paladin's spells are a sort of "not quite class feature" given to him to make up for a lack of a real class feature. Due to the nature of spells, well, that's still solid! But on that chassis, it's more about tactical useage of your swift actions... which is hard to come by outside of a mage with more immediate action spells than sense or an Initiator.


    Quote Originally Posted by unosarta View Post
    Heheh, thanks!
    Again, no problem! I may not get any credit here, but 'brewing is more about creating something new, interesting, fun, ideally balanced, and new that is either not found anywhere in official printings or, if so, is exceedingly rare to the point that it may as well have a new shot at it!

    Plus, I know I'm no artist, but it's good to know I have some creativity in me.


    Quote Originally Posted by unosarta View Post
    A good point. I can definitely see the SLAs being a problem, but I think the set up of actually having outsiders that sort of make sense with the alignment almost becomes as or more important.
    It is a different take on it, and I like that. Maybe you could drops a few lines in there stating that you and your companion are "bound" in such a way that when you do reach a new tier of creature, it either "upgrades" alongside you or decides that its "captain/leader/what-have-you" would be better suiting to guiding the Paladin instead. Considering it is an ACF and thus "nonstandard" and thereby "rarer," and how wonky leveling in DND is in general, it may be a better way of getting that sort of feeling across to the user.

    If nothing new comes up, I could do a rough PEACH on the companions each level, but it's still an odd thing to judge. Treating it as a then highest level summons spell and then some isn't fair because it's not generating more spells and uses a different mechanical method for determining how you get them. After a certain point, your uses per day will probably boil down to "Oh, it's been 5 rounds of combat already? *poof*" Not that that is necessarily a bad thing, since it at least means it won't be used to spam a mass of Hound Archons or the like. ...Actually, just have a line saying that only one of the summons may be out at a time.


    Quote Originally Posted by unosarta View Post
    Yeah, and that is what I ended up doing. Actually, that is a good idea. Maybe they can ignore their weapons and armor while flying?
    Ignoring/lessening armor penalties or making heavier armors lighter would fit the theme and encourage a more mobile Paladin, which most of the Special Mount guys do in some regards.


    Quote Originally Posted by unosarta View Post
    Oh oh oh! Maybe I could give them different feats whenever they summon their weapon, chosen upon summoning, that they must qualify for, and only gain the benefits of while wielding the weapon?
    I'm not sure what the number of the feats should be -probably just 1 per 5 Paladin levels - but that would encourage picking things focused on the weapon and possibly some of the TWFing double weapon style feats due to the on the fly choices.

    Quote Originally Posted by unosarta View Post
    Your example isn't really how it works. The weapon itself would be a +1 Attuned Vorpal Sickle, and the wielder gains a bonus to attack and damage rolls while wielding it equal to their caster level, with a maximum of the total magic bonus. In this case, they gain a +8 bonus to attack and damage, in addition to the enhancement bonus.
    Oh! I had assumed that the bonus was enhancement, thus effectively overriding the normal +1 of the weapon to a +9. This encourages doing the normal caster routine of grabbing a +1 [9 special ability points] Blah weapon and then just using a swift action spell each round - or simply attacking each round, given the spell slots. It's not too much more for a full caster based gish, but that sort of just seems off to me. Although, to be fair, weapon qualities are hard to balance in their own right just due to the fact that literally everyone save a Vow of Poverty X could have access to them at some point. As such, at most, it's only an extra +5 to hit and damage.

    This definitely needs another person's PEACH over here, though. Does the Playground have a resident magic items guru?


    Quote Originally Posted by unosarta View Post
    Yeah, I have a serious beef with whoever designed the Sorcerer class.
    I agree with you. With the exception of the druid, part of the problem with core casters is just how easy it is for them to look at a prestige and then realize "So why am I waiting another 5 levels to get another class feature again?" and that's just the wizard. The others skip over in a heartbeat, but later "focused casters" a la the warmage, wu jen, favored soul, and even dread necromancers can have hard times finding thematically appropriate prestige classes that either bar them from entry due to class features (no turning, limited spell and skill lists, limited skill points) or just simply require too many feats to be worth it when compared to the core alternative with the larger spell list. "It's one thing to say wizards are best, so commoners can do this!" It's another thing entirely to make classes for your own system and then not support them but once in yet another supplement, if ever again without having to go through loops to either get the right class skills (generally, Educated or skill knowledge: X as feats) or even the right way of "casting" (Arcane Preparation for sorcerers, the Divine Insight ACF for wizards, but less so just due to how things that require spontaneity generally feel "worse" to me for some reason) or to instead take a secondary prestige class just to qualify! (generally, loremaster or other prestige classes with features that help qualify for each other or for multiples via things like Combat Casting and other feats).


    Quote Originally Posted by unosarta View Post
    No problems.
    Although, considering how fast this back and forth is and how little I've done for the bard and others, it may just be faster for me to jump back onto the IRC instead.
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    Quote Originally Posted by Wings of Peace View Post
    "See these cookies? Note how while good they taste sort of bland. Now try these, they're the same cookies but with chocolate chips added. Notice how with the second batch we expended slightly more ingredients but dramatically enhanced the flavor? That's metamagic."
    Quote Originally Posted by Doc Roc View Post
    Seriously, can we kill this misconception now? A wizard is never late, nor is he early. He shops for precisely what he means to.


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  19. - Top - End - #19
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    Default Re: Alternate Class Features For All Classes (Feats/ACFs, P.E.A.C.H.)

    Quote Originally Posted by Thrice Dead Cat View Post
    True, but it is a possibility via UMD, Karsus, and maybe one of the supplemental vestiges. I feel like there was an "in-house" way of doing it, but I may just be playing too many wizards.
    Meh. I mean, I guess that is a pretty good point, but Wildshape and Animal Companion are still pretty powerful class features, even without any benefits of the Binder class besides some parts of the binding. I felt like there needed to be a sort of limitation on the power of the class itself, you know?

    Quote Originally Posted by Thrice Dead Cat View Post
    You should mention that explicitly. Incarnum is weird, and chakra binds aren't technically a part of having essentia and soulmelds, as dumb as that sounds. This leads to odd quirk where each prestige class has to give out melds at its own rate, meaning most of the time, if you aren't dipping totemist to add to something else, you're running from 1 to 20 in a class just for quicker binds and class features that allow you more essentia than normal for X or Y.
    I did. It only progresses the opened Chakra Binds as the normal Totemist, the rest as a totemist of the ranger's level-4.

    Quote Originally Posted by Thrice Dead Cat View Post
    Well, Rangers in World of Warcraft use guns... More seriously, though, it may not be a bad idea to remove this ACF not because it isn't a solid idea, but rather due to the "overhaul" you could do with just that instead, going so far to give them some guns (setting permitting), allowing them to do quick loads on said guns, and/or focus on their maneuvers.

    That said, this quick and dirty martial adept fix isn't a bad idea.
    You get the choice of using Iron Rain. So, if your campaign uses guns, then you use Iron Rain (if it even is a Gun discipline, I can't even remember). Otherwise, you use Tiger Claw, or Falling Star, etc etc.

    Quote Originally Posted by Thrice Dead Cat View Post
    Mostly, I liked doing homebrew for the various contests, assuming I had proper inspiration, time, and ideas for the concept at hand, but college eats up a good 8-9 months. That said, I still check in over here to help others in fine-tuning the homebrew because of all of the crunch and random ideas that people have.

    That said, I'm glad to hear that there are multiple people on these forums that have been interested in my works, either using it for further inspiration or just using it period is kind of touching in an odd sort of way. I've had somethings on the backburner for a while, but nothing's come out recently and struck as something that "fits" yet - either from a fluff via or really any crunch view. The last thing (and I still need to polish them up) I did were the Relicforged. Same goes for most of my stuff on The Bookkeeper. I still need to make spells for that domain list. If you want anything of mine updated or given a second look, feel free to send a PM my way.

    Eh, enough about my past! I still have stuff to PEACH and posts to bounce back and forth!
    The contests are an absolutely fantastic way to get inspiration. I love using them, in order to fire up my imagination on a topic. You should try to finish classes that you start for the contest but don't finish in time, and then post them up in the general forum. If you really needed it, I would love to look at the class if no one else will (I am not the best EACHer, you know?).

    You should do something for the current Base Class Challenge. It is actually a theme that is surprisingly interesting (cloth based classes, if you didn't know). I absolutely loved working on the class I made, and the other classes that were entered look amazing. I definitely know the feeling, when you feel like no one notices your work. It was weirdly touching when someone nominated the barbarian fix and the prestige classes I made supplementarily for it in the Homebrew Hall of Fame thingy that Realsm of Chaos did. Like, I had no idea anyone actually really cared about it, you know?

    And I definitely know what you mean about the whole thing with not being satisfied with the work you make. There are definitely some things that I have made that I am just not satisfied with. However, it is interesting how, when I go over the classes or feats or monsters or what have you, and see some jewels in the things I made. It is actually really cool, especially when I can take those classes that I made a while ago, and then redo them into a form I like better now, after getting more experience homebrewing. I know I have done this for a few classes, even if I didn't repost those classes, but it definitely felt really good.

    And I think part of the problem is that, when you make something, you get so caught up in the little details of the thing, and I think you gain a much more in depth understanding of the work than others might gain, and it can actually be a relatively scary notion, that you can't even know about or look at your creation objectively, for me at least.

    Quote Originally Posted by Thrice Dead Cat View Post
    Part of why I love it so much is that is just such a different type of Paladin. Normally, a Paladin's spells are a sort of "not quite class feature" given to him to make up for a lack of a real class feature. Due to the nature of spells, well, that's still solid! But on that chassis, it's more about tactical useage of your swift actions... which is hard to come by outside of a mage with more immediate action spells than sense or an Initiator.
    Yeah, I can definitely see that. Similar to the Lay on Hands problem, where using it in combat takes up actions that would otherwise be used for something probably more helpful, which makes it just not as useful. I feel like making Lay on Hands also a swift action would be an interesting change, and something that could definitely add to the usefulness of the ability.

    Quote Originally Posted by Thrice Dead Cat View Post
    Again, no problem! I may not get any credit here, but 'brewing is more about creating something new, interesting, fun, ideally balanced, and new that is either not found anywhere in official printings or, if so, is exceedingly rare to the point that it may as well have a new shot at it!

    Plus, I know I'm no artist, but it's good to know I have some creativity in me.
    Yeah, I think the creative action of actually doing homebrew is sometimes more rewarding than the knowledge that someone uses your creations. Doing something new or creative is very fun, even if it isn't recognized. I feel like some people might get discouraged because they don't receive recognition of their work, and I know I feel that way sometimes, but the act itself is still very rewarding for your understanding of the system as well as of the way other classes work within the system.

    Quote Originally Posted by Thrice Dead Cat View Post
    It is a different take on it, and I like that. Maybe you could drops a few lines in there stating that you and your companion are "bound" in such a way that when you do reach a new tier of creature, it either "upgrades" alongside you or decides that its "captain/leader/what-have-you" would be better suiting to guiding the Paladin instead. Considering it is an ACF and thus "nonstandard" and thereby "rarer," and how wonky leveling in DND is in general, it may be a better way of getting that sort of feeling across to the user.

    If nothing new comes up, I could do a rough PEACH on the companions each level, but it's still an odd thing to judge. Treating it as a then highest level summons spell and then some isn't fair because it's not generating more spells and uses a different mechanical method for determining how you get them. After a certain point, your uses per day will probably boil down to "Oh, it's been 5 rounds of combat already? *poof*" Not that that is necessarily a bad thing, since it at least means it won't be used to spam a mass of Hound Archons or the like. ...Actually, just have a line saying that only one of the summons may be out at a time.
    I like that line of fluff. I definitely like the idea of going "up in the ranks" so to speak, of the celestial or demonic army. I don't think an EACH of each companion is really truly necessary, though. I don't know, I don't want to take up your time if you have college and other stuff. I think I could give them a maximum number of spell levels in Spell-like Abilities equal to their Hit Dice, forcing the Paladin to choose which Spell-like Abilities they want to use.

    Quote Originally Posted by Thrice Dead Cat View Post
    Ignoring/lessening armor penalties or making heavier armors lighter would fit the theme and encourage a more mobile Paladin, which most of the Special Mount guys do in some regards.
    That is certainly true.

    Quote Originally Posted by Thrice Dead Cat View Post
    I'm not sure what the number of the feats should be -probably just 1 per 5 Paladin levels - but that would encourage picking things focused on the weapon and possibly some of the TWFing double weapon style feats due to the on the fly choices.
    Yeah, I was thinking something like 1 per 5 or 4 levels. I could maybe add the option of getting two weapons, but how would that work? Make them spread the bonuses between the two weapons?

    Quote Originally Posted by Thrice Dead Cat View Post
    Oh! I had assumed that the bonus was enhancement, thus effectively overriding the normal +1 of the weapon to a +9. This encourages doing the normal caster routine of grabbing a +1 [9 special ability points] Blah weapon and then just using a swift action spell each round - or simply attacking each round, given the spell slots. It's not too much more for a full caster based gish, but that sort of just seems off to me. Although, to be fair, weapon qualities are hard to balance in their own right just due to the fact that literally everyone save a Vow of Poverty X could have access to them at some point. As such, at most, it's only an extra +5 to hit and damage.

    This definitely needs another person's PEACH over here, though. Does the Playground have a resident magic items guru?
    It's untyped. I don't really like the practice of doing that with weapons, only a +1. It sort of marginalizes the use of the bonus on the weapon itself.

    Quote Originally Posted by Thrice Dead Cat View Post
    I agree with you. With the exception of the druid, part of the problem with core casters is just how easy it is for them to look at a prestige and then realize "So why am I waiting another 5 levels to get another class feature again?" and that's just the wizard. The others skip over in a heartbeat, but later "focused casters" a la the warmage, wu jen, favored soul, and even dread necromancers can have hard times finding thematically appropriate prestige classes that either bar them from entry due to class features (no turning, limited spell and skill lists, limited skill points) or just simply require too many feats to be worth it when compared to the core alternative with the larger spell list. "It's one thing to say wizards are best, so commoners can do this!" It's another thing entirely to make classes for your own system and then not support them but once in yet another supplement, if ever again without having to go through loops to either get the right class skills (generally, Educated or skill knowledge: X as feats) or even the right way of "casting" (Arcane Preparation for sorcerers, the Divine Insight ACF for wizards, but less so just due to how things that require spontaneity generally feel "worse" to me for some reason) or to instead take a secondary prestige class just to qualify! (generally, loremaster or other prestige classes with features that help qualify for each other or for multiples via things like Combat Casting and other feats).
    Yeah, this is my main problem with some of the classes in the PHB.

    Quote Originally Posted by Thrice Dead Cat View Post
    Although, considering how fast this back and forth is and how little I've done for the bard and others, it may just be faster for me to jump back onto the IRC instead.
    IRC? I have no idea what that is.

    Also; I feel really bad about this, because I am not really incorporating some of your advice over the past few days, but I am currently in Washington D.C. I made quite a few feats related to these ACFs over the plane ride, and I should have them up in a few days.
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    Quote Originally Posted by Lix Lorn View Post
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    Default Re: Alternate Class Features For All Classes (Feats/ACFs, P.E.A.C.H.)

    Considering how much back and forth we're stirring up, I'm going to both PEACH the last two guys and throw it all into three separate spoiler tags for the sake of everyone else.


    PEACH for the monk inclosed.
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    Quote Originally Posted by unosarta View Post
    *snip'd* fluff
    Yeah, you've definitely got a knack for the fluff quotes! Another one that sells me on the class therein. I approve!

    Quote Originally Posted by unosarta View Post
    Arcane Fist (Monk)
    The Monk becomes able to tap into the more mystical side of his spirituality and ascetism.
    Level: 1st
    Replaces: Flurry, AC Bonus (scaling only), Bonus Feats
    Benefits: The Monk may cast a number of arcane spells per day. He may cast only one spell per spell level per day. He may not change the spells he chooses. He gains a single first level spell at first level, and single second level spell at fourth level, a single third level spell at seventh level, etc etc (4th level spell at 10th level, 5th level spell at 13th level, 6th level spell at 16th level, 7th level spell at 19th level). The spells he chooses must be of the personal range, and must be of the Divination or Transmutation schools of magic. This is a spell-like ability.
    This is odd. It's only one spell a day, but it could be any spell of a certain level. However, you're giving up the quintessential monk ability (flurry of blows, AC bonus) to get it. The bonus feat lost at first level is whatever, but the rest of those are hard to pin? Are they "ZOMG OP" features to be lost? No, but they are part of what helps a monk overcome its inherent flaws (well, the no armor and 3/4 BAB, anyhow) The limit on the SLAs a day hurts, so I'm torn.

    Do I think this is better than what is lost? Yeah, probably, at least for a straight monk. Do I think it is worth it? Probably not, due to how few SLAs a day of each level you will get.


    Quote Originally Posted by unosarta View Post
    Brawler (Monk)
    The Monk gains increased ability to fight all out, losing his grace in the process.
    Level: 1st
    Replaces: Evasion, Improved Evasion, Unarmored Speed Bonus
    Benefits: The Monk gains Mettle at fourth level, and Improved Mettle at 10th level. In addition, the Monk may enter a focused state, as a swift action, once per encounter. For the duration of the focused state, the Monk gains a +4 bonus to Wisdom and Strength, and a +2 bonus to Will saves. He takes a -2 penalty to Reflex saves for the duration as well. The focused state lasts up to 3 rounds, plus the Monk’s Wisdom modifier. After the focused state ends, the Monk is fatigued until the end of the encounter. This is an extraordinary ability.
    This I like! I'd mention that it lasts for 3+ the new WIS modifier in rounds, but, other than that, this is solid for a more stationary monk. You should say if they get the focused state at first level or not. Also, as written "Improved Mettle" isn't a thing, so you need to write that out. Same with "Mettle," but that is because not every version of "Mettle" is the same, but I get the gist of what it is supposed to do.

    You may also want to increase the bonuses from the focused state with additional levels, but that's nonessential. That said, I could see going Monk 6/Barbarian 1/Fist of the Forest 3 for three types of "rages." And that, I love!

    Quote Originally Posted by unosarta View Post
    Grace of War (Monk)
    The Monk’s martial ability increases to that of the grandmaster of his art.
    Level: 1st
    Replaces: Flurry, Bonus Feats
    Benefits: The Monk gains Initiating as a Warblade of his level, with the same recovery method as the Warblade, and with access to the Diamond Mind, Setting Sun, and Desert Wind disciplines. This is an extraordinary ability.
    You shouldn't say "This is an extraordinary ability" for the entire thing. Instead, refer back to the chapter of Tome of Battle for what is relevant. Use "Most of these abilities are extraordinary in nature, but some may instead be supernatural. See Tome of Battle for the maneuver descriptions."


    PEACH for the Bard.
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    Quote Originally Posted by unosarta View Post
    *snip*
    A solid bard quote. Rather inspiring. Yet again, props!

    Quote Originally Posted by unosarta View Post
    Warsinger (Bard)
    The Bard’s martial abilities increase in scope.
    Level: 1st
    Replaces: Spellcasting
    Benefits: The Bard gains Initiating as a Warblade of his level, with the Warblade’s recovery method, and with access to the White Raven and Iron Heart disciplines. Whenever the Bard Initiates a boost, he may also continue the effects of a song that he is currently playing as a free action. This is an extraordinary ability.
    The boost thing is odd. Maybe consider throwing them a feat a la Melodic Spellcasting or simply say that initiating maneuvers does not interfere with bardic music. Only having access to two disciplines is rough, especially for lose of bardic music. That said, as an ACF, it is important to keep it from overshadowing the primary users of such, so not a bad idea.


    Quote Originally Posted by unosarta View Post
    Singer of Spirits (Bard)
    The Bard becomes able to bind the stories and spirits of individuals to his person.
    Level: 1st
    Replaces: Spellcasting
    Benefits: The Bard gains soulbinding as a Binder of his level. He gains no other benefits of the Binder class.
    Not bad. Definitely a solid alternative to spellcasting!


    Quote Originally Posted by unosarta View Post
    Bestial Ally (Bard)
    The Bard gains a beast to aid him, drawn to the bard by the beautiful music he or she makes, and kept there by the connection that was made.
    Level: 1st
    Replaces: Spellcasting
    Benefits: The Bard gains an animal companion, as a Druid of her level. She gains an additional animal companion at 6th level, as a Druid of her level-5, a third at 11th level, as a Druid of her level-10, and a fourth at 16th level, as a druid of her level-15.
    Soundly BEARS! This meshes really, really well with Inspire Courage OP-fu. That said, I'd rather have spells than a pack of animals. Not to say being the wolf leader isn't an awesome character concept, just not one I would go for with my bard.


    Quote Originally Posted by unosarta View Post
    Azure Artist (Bard)
    The Bard may draw the souls of the dead to himself, keeping their souls alive in him, and in his stories.
    Level: 1st
    Replaces: Spellcasting
    Benefits: The Bard gains meldshaping as an Incarnate of his level, using the Incarnate’s soulmeld list. He gains no other benefits of the Incarnate class.
    As an Incarnate may be the strongest option. Again, you should mention that he gains chakra binds and openings as an Incarnate of equal level, too. That said, without the Incarnate's class features to help him pump more essentia than usual into his soulmelds, this shouldn't be too bad.


    Spoiler for on going PEACHing and general conversation
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    Quote Originally Posted by unosarta View Post
    Meh. I mean, I guess that is a pretty good point, but Wildshape and Animal Companion are still pretty powerful class features, even without any benefits of the Binder class besides some parts of the binding. I felt like there needed to be a sort of limitation on the power of the class itself, you know?
    Yeah, I understand why you did that, just due to how big of a beast one druid can be. That said, from a purely crunch perspective, it just seemed odd to me. With only one vestige bound at a time, that feels harsh enough to me, compared to what an equal level binder can have up. Or am I misreading that again?


    Quote Originally Posted by unosarta View Post
    I did. It only progresses the opened Chakra Binds as the normal Totemist, the rest as a totemist of the ranger's level-4.
    Having checked the ability as is, currently, I have to say it looks solid!

    Quote Originally Posted by unosarta View Post
    You get the choice of using Iron Rain. So, if your campaign uses guns, then you use Iron Rain (if it even is a Gun discipline, I can't even remember). Otherwise, you use Tiger Claw, or Falling Star, etc etc.
    Looks solid. As I said above for the Monk's initiating replacement, don't call it all "extraordinary." Instead refer back to either Tome of Battle or where ever the Iron Rain and Falling Star schools can be found via links.


    Quote Originally Posted by unosarta View Post
    The contests are an absolutely fantastic way to get inspiration. I love using them, in order to fire up my imagination on a topic. You should try to finish classes that you start for the contest but don't finish in time, and then post them up in the general forum. If you really needed it, I would love to look at the class if no one else will (I am not the best EACHer, you know?).
    Definitely! Even when I didn't finish or even have an idea for a particular contest, when I had time, I still would throw down a few PEACHes for the contestants just to help them fine-tune their work.

    Quote Originally Posted by unosarta View Post
    You should do something for the current Base Class Challenge. It is actually a theme that is surprisingly interesting (cloth based classes, if you didn't know). I absolutely loved working on the class I made, and the other classes that were entered look amazing. I definitely know the feeling, when you feel like no one notices your work. It was weirdly touching when someone nominated the barbarian fix and the prestige classes I made supplementarily for it in the Homebrew Hall of Fame thingy that Realsm of Chaos did. Like, I had no idea anyone actually really cared about it, you know?
    I'm odd in that I don't really like the idea of making base classes, simply because if I want further customization for a particular thing, I'd either be refluffing something or using prestige classes. Thus, as far as contests go, I've only ever really bothered with Errant's PrC, DaTedinator's Potpurri, and very rarely the monster contest. Thanks for the offer on the free PEACH, but I don't believe I have anything backlogged that isn't already up on GITP already.

    That said, props on your nomination!

    Quote Originally Posted by unosarta View Post
    And I definitely know what you mean about the whole thing with not being satisfied with the work you make. There are definitely some things that I have made that I am just not satisfied with. However, it is interesting how, when I go over the classes or feats or monsters or what have you, and see some jewels in the things I made. It is actually really cool, especially when I can take those classes that I made a while ago, and then redo them into a form I like better now, after getting more experience homebrewing. I know I have done this for a few classes, even if I didn't repost those classes, but it definitely felt really good.
    Very much agreed. I was never really satisfied with the last three of the six Relicforged I did, just because it felt like I was forcing random abilities onto them at a certain point. I know on the Base Relicforged, their last ability gives them electricity immunity because I could not for the life of me shake the image of some powerful psion, nearly ready to overflow with psionic power charged in his augmentations having his spine cackle in outbursts of electricity. I may end up reposting those guys, just so I can get some new opinions on them and give them a polished finish.

    As far as things created go, I'd say is the Temple Waker. Hyooz came up with a lot of the basic fluff for our two prestige classes and between what I had in mind originally for that contest and the contest back and forth with him in making it all, I think it really added to the finished result.

    Quote Originally Posted by unosarta View Post
    And I think part of the problem is that, when you make something, you get so caught up in the little details of the thing, and I think you gain a much more in depth understanding of the work than others might gain, and it can actually be a relatively scary notion, that you can't even know about or look at your creation objectively, for me at least.
    Definitely! One of the few reasons why I ever voted for my own work in the PrC Contest was because I don't think I could view it objectively after poring so much into the project. As far as abilities go, I would like to say I have a decent idea of how my crunch always came out, but that is not to say I don't have a few overly strong abilities here and there for whatever reason.


    Quote Originally Posted by unosarta View Post
    Yeah, I can definitely see that. Similar to the Lay on Hands problem, where using it in combat takes up actions that would otherwise be used for something probably more helpful, which makes it just not as useful. I feel like making Lay on Hands also a swift action would be an interesting change, and something that could definitely add to the usefulness of the ability.
    I honestly think that if the Paladin had been made later in 3.5, its Lay on Hands would be a swift action from the start. I don't know if the designers ever realized that in-combat healing (save for the big guns like Heal) never really was worth it, but considering how little there is available for Lay on Hands, that seems like the perfect thing to be a swift action. Just a small pat on a comrade's back to let them know his commander or ally is still with them or a quick cleaning of the cheek after a sucker punch just seem like such solid Lay on Hands-type of actions to me


    Quote Originally Posted by unosarta View Post
    Yeah, I think the creative action of actually doing homebrew is sometimes more rewarding than the knowledge that someone uses your creations. Doing something new or creative is very fun, even if it isn't recognized. I feel like some people might get discouraged because they don't receive recognition of their work, and I know I feel that way sometimes, but the act itself is still very rewarding for your understanding of the system as well as of the way other classes work within the system.
    Definitely. I know when writing up the fluff for the Relicforged, I would get away from my keyboard and begin to pace, looking for the write words to use and sort of roleplaying as the mad creator himself. Usually creating 'brew isn't that intense, but it certainly is enjoyable in bringing in something new!

    Also, the sad fact is, unless someone jumps on over to either the 3.5 or Roleplaying sections and makes a thread about how they used your X or Y or Z or they send you a PM about using such, you'll never know who uses it or how it went for them. It sucks, but you just sort of have to hope that someone out there will see your work and find it good enough to use in a game.

    Quote Originally Posted by unosarta View Post
    I like that line of fluff. I definitely like the idea of going "up in the ranks" so to speak, of the celestial or demonic army. I don't think an EACH of each companion is really truly necessary, though. I don't know, I don't want to take up your time if you have college and other stuff. I think I could give them a maximum number of spell levels in Spell-like Abilities equal to their Hit Dice, forcing the Paladin to choose which Spell-like Abilities they want to use.
    HD limitations are odd, just due to the fact that some of the beefier outsiders have more HD than others for a given CR. My line of only summoning one at a time was more for preventing a Paladin from dropping all of his daily uses at once and also to help reinforce the idea that it is a specific companion.

    Also, don't worry about this eating at my time. I'm out of college for the summer already, so other than looking for a job, I'm free.


    Quote Originally Posted by unosarta View Post
    Yeah, I was thinking something like 1 per 5 or 4 levels. I could maybe add the option of getting two weapons, but how would that work? Make them spread the bonuses between the two weapons?
    I'd start out with one bonus feat per five Paladin levels. As for creating two weapons at once, just look at how a Soulknife does it: when generating two weapons, both may have up to your Paladin level -1 worth of enhancements. Generating the second sword causes both of them to lose a point off your normal maximum. It's a slight punish to TWFers, but it does help prevent all Paladins from just grabbing a +5 [+5 worth of qualities] Longsword and a +5 defending [4 special qualities worth of more "defensive" stuff] Shortsword.


    Quote Originally Posted by unosarta View Post
    It's untyped. I don't really like the practice of doing that with weapons, only a +1. It sort of marginalizes the use of the bonus on the weapon itself.
    Oh, well now I feel silly. If so, then it should be fine. You're getting a bonus on hit and damage when casting a spell for the round for basically free, but it is a pretty pricing quality in and of itself.


    Quote Originally Posted by unosarta View Post
    Yeah, this is my main problem with some of the classes in the PHB.
    This is part of the reason why they made those web enhancements about filling in dead levels, since the designers later realized that not getting anything other than more spells per day, HP, BAB, and saves kind of sucks as a player. Doesn't mean what they made for those enhancements is necessarily worth a damn, but it is the idea that counts.


    Quote Originally Posted by unosarta View Post
    IRC? I have no idea what that is.
    I can never remember what it stands for, but it is basically live text chat about a certain topic. I want to say Fax hosts the one for GITP, but I can't remember if that's true of it is some other prominent Playgrounder. Wikipedia should have more info, though.

    Quote Originally Posted by unosarta View Post
    Also; I feel really bad about this, because I am not really incorporating some of your advice over the past few days, but I am currently in Washington D.C. I made quite a few feats related to these ACFs over the plane ride, and I should have them up in a few days.
    More feats are nice. I look forward to taking a look at them once you're back to where ever home is. For now, my PEACHes are all finished for what you have now, so feel free to just take a look at what I've said and relax in D.C. if you can.

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    Quote Originally Posted by Wings of Peace View Post
    "See these cookies? Note how while good they taste sort of bland. Now try these, they're the same cookies but with chocolate chips added. Notice how with the second batch we expended slightly more ingredients but dramatically enhanced the flavor? That's metamagic."
    Quote Originally Posted by Doc Roc View Post
    Seriously, can we kill this misconception now? A wizard is never late, nor is he early. He shops for precisely what he means to.


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    Default Re: Alternate Class Features For All Classes (Feats/ACFs, P.E.A.C.H.)

    Quote Originally Posted by Thrice Dead Cat View Post
    Considering how much back and forth we're stirring up, I'm going to both PEACH the last two guys and throw it all into three separate spoiler tags for the sake of everyone else.
    Heheh, good idea.

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    Quote Originally Posted by Thrice Dead Cat View Post
    Yeah, you've definitely got a knack for the fluff quotes! Another one that sells me on the class therein. I approve!
    Some of them are just hard to come up with. The one quote that I probably like the most is the ranger quote, which, to me, actively sounds the best.

    Quote Originally Posted by Thrice Dead Cat View Post
    This is odd. It's only one spell a day, but it could be any spell of a certain level. However, you're giving up the quintessential monk ability (flurry of blows, AC bonus) to get it. The bonus feat lost at first level is whatever, but the rest of those are hard to pin? Are they "ZOMG OP" features to be lost? No, but they are part of what helps a monk overcome its inherent flaws (well, the no armor and 3/4 BAB, anyhow) The limit on the SLAs a day hurts, so I'm torn.

    Do I think this is better than what is lost? Yeah, probably, at least for a straight monk. Do I think it is worth it? Probably not, due to how few SLAs a day of each level you will get.
    The Wisdom bonus to AC doesn't go away, just the extra bonus that they gain. And, although I know that Flurry of Blows is very iconic for Monks, it is rather unfortunately not very useful. A lot of the monk class features focus on mobility, or mobility-esque options, but flurry of blows is just this weird outlier. It doesn't really fit with the rest of the class. I am thinking of adding a feat for the ACF that allows the monk to cast their spell as a swift action if they have moved and made an attack with their Unarmed Strike in the same round.

    Quote Originally Posted by Thrice Dead Cat View Post
    This I like! I'd mention that it lasts for 3+ the new WIS modifier in rounds, but, other than that, this is solid for a more stationary monk. You should say if they get the focused state at first level or not. Also, as written "Improved Mettle" isn't a thing, so you need to write that out. Same with "Mettle," but that is because not every version of "Mettle" is the same, but I get the gist of what it is supposed to do.

    You may also want to increase the bonuses from the focused state with additional levels, but that's nonessential. That said, I could see going Monk 6/Barbarian 1/Fist of the Forest 3 for three types of "rages." And that, I love!
    Good point. Improved Mettle is for Mettle what Improved Evasion is for Evasion. I will clarify with actual ability descriptions.

    Quote Originally Posted by Thrice Dead Cat View Post
    You shouldn't say "This is an extraordinary ability" for the entire thing. Instead, refer back to the chapter of Tome of Battle for what is relevant. Use "Most of these abilities are extraordinary in nature, but some may instead be supernatural. See Tome of Battle for the maneuver descriptions."
    Okay.


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    Quote Originally Posted by Thrice Dead Cat View Post
    A solid bard quote. Rather inspiring. Yet again, props!
    Thanks!

    Quote Originally Posted by Thrice Dead Cat View Post
    The boost thing is odd. Maybe consider throwing them a feat a la Melodic Spellcasting or simply say that initiating maneuvers does not interfere with bardic music. Only having access to two disciplines is rough, especially for lose of bardic music. That said, as an ACF, it is important to keep it from overshadowing the primary users of such, so not a bad idea.
    Honestly, giving them a feat makes that feat mandatory. I would rather just give the Bard the ability in the first place, since it isn't like they are gaining that much otherwise. I could alternatively just have it be any time they initiate a maneuver, if that makes more sense.

    Quote Originally Posted by Thrice Dead Cat View Post
    Soundly BEARS! This meshes really, really well with Inspire Courage OP-fu. That said, I'd rather have spells than a pack of animals. Not to say being the wolf leader isn't an awesome character concept, just not one I would go for with my bard.
    It's understandable. That said, for some people, the idea of having extra companions (more full time than otherwise) is a fun way to play a character like that without some crazy Beastmaster multiclassing, while losing the bardic music progression.

    Quote Originally Posted by Thrice Dead Cat View Post
    As an Incarnate may be the strongest option. Again, you should mention that he gains chakra binds and openings as an Incarnate of equal level, too. That said, without the Incarnate's class features to help him pump more essentia than usual into his soulmelds, this shouldn't be too bad.
    Okay.


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    Quote Originally Posted by Thrice Dead Cat View Post
    Yeah, I understand why you did that, just due to how big of a beast one druid can be. That said, from a purely crunch perspective, it just seemed odd to me. With only one vestige bound at a time, that feels harsh enough to me, compared to what an equal level binder can have up. Or am I misreading that again?
    No, that is correct. I can see your point, I guess. Maybe I could disallow any of the Supernatural effects while the Druid is wildshaped?

    Quote Originally Posted by Thrice Dead Cat View Post
    Looks solid. As I said above for the Monk's initiating replacement, don't call it all "extraordinary." Instead refer back to either Tome of Battle or where ever the Iron Rain and Falling Star schools can be found via links.
    Yup.

    Quote Originally Posted by Thrice Dead Cat View Post
    Definitely! Even when I didn't finish or even have an idea for a particular contest, when I had time, I still would throw down a few PEACHes for the contestants just to help them fine-tune their work.
    Yeah, I saw that. I had hoped you would be able to contribute more.

    Quote Originally Posted by Thrice Dead Cat View Post
    I'm odd in that I don't really like the idea of making base classes, simply because if I want further customization for a particular thing, I'd either be refluffing something or using prestige classes. Thus, as far as contests go, I've only ever really bothered with Errant's PrC, DaTedinator's Potpurri, and very rarely the monster contest. Thanks for the offer on the free PEACH, but I don't believe I have anything backlogged that isn't already up on GITP already.

    That said, props on your nomination!
    Oh no, I definitely understand that. I honestly don't really like it either. I think there are some cases where making base classes is a good thing though. I have been doing stuff in all of those contests, barring the Potpurri, since it is no longer really running, as far as I can tell.

    Quote Originally Posted by Thrice Dead Cat View Post
    Very much agreed. I was never really satisfied with the last three of the six Relicforged I did, just because it felt like I was forcing random abilities onto them at a certain point. I know on the Base Relicforged, their last ability gives them electricity immunity because I could not for the life of me shake the image of some powerful psion, nearly ready to overflow with psionic power charged in his augmentations having his spine cackle in outbursts of electricity. I may end up reposting those guys, just so I can get some new opinions on them and give them a polished finish.

    As far as things created go, I'd say is the Temple Waker. Hyooz came up with a lot of the basic fluff for our two prestige classes and between what I had in mind originally for that contest and the contest back and forth with him in making it all, I think it really added to the finished result.
    I would definitely agree about reposting them. They were a pretty cool race, if I recall correctly.

    I love the idea behind those prestige classes. The interaction between two characters of the two classes would be so interesting and insightful for characters and players.

    Quote Originally Posted by Thrice Dead Cat View Post
    Definitely! One of the few reasons why I ever voted for my own work in the PrC Contest was because I don't think I could view it objectively after poring so much into the project. As far as abilities go, I would like to say I have a decent idea of how my crunch always came out, but that is not to say I don't have a few overly strong abilities here and there for whatever reason.
    See, but I sort of think that I can't really vote for my own creations because I put so much effort into them. I view them in a higher standing than other classes simply because of how much work I did, without thinking about the work of the other entrants (because it isn't really possible to know another person's effort).

    Quote Originally Posted by Thrice Dead Cat View Post
    I honestly think that if the Paladin had been made later in 3.5, its Lay on Hands would be a swift action from the start. I don't know if the designers ever realized that in-combat healing (save for the big guns like Heal) never really was worth it, but considering how little there is available for Lay on Hands, that seems like the perfect thing to be a swift action. Just a small pat on a comrade's back to let them know his commander or ally is still with them or a quick cleaning of the cheek after a sucker punch just seem like such solid Lay on Hands-type of actions to me
    Precisely. It seems strange to me, then, that no one thought to amend the Paladin and maybe other classes later on when newer rules came about, such as Swift actions.

    Quote Originally Posted by Thrice Dead Cat View Post
    Definitely. I know when writing up the fluff for the Relicforged, I would get away from my keyboard and begin to pace, looking for the write words to use and sort of roleplaying as the mad creator himself. Usually creating 'brew isn't that intense, but it certainly is enjoyable in bringing in something new!

    Also, the sad fact is, unless someone jumps on over to either the 3.5 or Roleplaying sections and makes a thread about how they used your X or Y or Z or they send you a PM about using such, you'll never know who uses it or how it went for them. It sucks, but you just sort of have to hope that someone out there will see your work and find it good enough to use in a game.
    Definitely! I love that excited feeling you get when you are working on a piece of homebrew that really gets you passionate about it.

    Yeah, it's kind of an inherent problem with online homebrew.

    Quote Originally Posted by Thrice Dead Cat View Post
    HD limitations are odd, just due to the fact that some of the beefier outsiders have more HD than others for a given CR. My line of only summoning one at a time was more for preventing a Paladin from dropping all of his daily uses at once and also to help reinforce the idea that it is a specific companion.

    Also, don't worry about this eating at my time. I'm out of college for the summer already, so other than looking for a job, I'm free.
    Oh! Maybe the summons use their SLAs over the period of a day, and resummoning doesn't refresh the uses? Is that what you were saying? That would work perfectly!

    Quote Originally Posted by Thrice Dead Cat View Post
    I'd start out with one bonus feat per five Paladin levels. As for creating two weapons at once, just look at how a Soulknife does it: when generating two weapons, both may have up to your Paladin level -1 worth of enhancements. Generating the second sword causes both of them to lose a point off your normal maximum. It's a slight punish to TWFers, but it does help prevent all Paladins from just grabbing a +5 [+5 worth of qualities] Longsword and a +5 defending [4 special qualities worth of more "defensive" stuff] Shortsword.
    Good idea.

    Quote Originally Posted by Thrice Dead Cat View Post
    Oh, well now I feel silly. If so, then it should be fine. You're getting a bonus on hit and damage when casting a spell for the round for basically free, but it is a pretty pricing quality in and of itself.
    Yeah, don't worry about it.

    Quote Originally Posted by Thrice Dead Cat View Post
    This is part of the reason why they made those web enhancements about filling in dead levels, since the designers later realized that not getting anything other than more spells per day, HP, BAB, and saves kind of sucks as a player. Doesn't mean what they made for those enhancements is necessarily worth a damn, but it is the idea that counts.
    What web enhancements are these?

    Quote Originally Posted by Thrice Dead Cat View Post
    I can never remember what it stands for, but it is basically live text chat about a certain topic. I want to say Fax hosts the one for GITP, but I can't remember if that's true of it is some other prominent Playgrounder. Wikipedia should have more info, though.
    Okey-dokey.

    Quote Originally Posted by Thrice Dead Cat View Post
    More feats are nice. I look forward to taking a look at them once you're back to where ever home is. For now, my PEACHes are all finished for what you have now, so feel free to just take a look at what I've said and relax in D.C. if you can.
    I am back today, so it isn't really a problem. I might have them up tonight, depending on other factors.
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    Quote Originally Posted by Lix Lorn View Post
    NOTHING is simple. NO EXCEPTIONS. No, not even that.

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    Default Re: Alternate Class Features For All Classes (Feats/ACFs, P.E.A.C.H.)

    Improved Summoning (Feat)
    Prerequisites: Charisma or Wisdom 17, Divine Partner, Knowledge (Religion) 9 ranks
    Benefits: Whenever you summon an outsider using your Divine Partner ability, that outsider gains a bonus to all physical ability scores equal to your Charisma modifier. In addition, whenever you cast a spell upon yourself, and the outsider you have summoned is within 10 feet of you, they benefit from the effects of that spell as well, as if you had cast it upon them. They lose said benefits if the spell has a duration longer than Instantaneous when they move more than 10 feet away from the Paladin. This effect does not take additional spell slots to use.


    Clouddancer (Feat)
    Prerequisites: Light From On High, Tumble 4 ranks, Smite Evil 2/day
    Benefits: Your maneuverability while flying becomes perfect, and your fly speed becomes equal to twice your base land speed. Whenever you make a smite upon a foe and neither your nor your foe are touching the ground, you gain a bonus equal to your Wisdom modifier to the attack roll, and your opponent must make a Fortitude save (DC 10 + 1/2 ECL + Charisma modifier) or be pushed back 10 feet in any direction. A successful save cuts the distance traveled in half. The pushback effects resolves after all of the other attacks in a full attack resolve.


    Hand of Justice (Feat)
    Prerequisites: Improved Bull Rush, Long Arm of the Law, Spot 9 ranks
    Benefits: You may use the Power Attack feat while attacking with ranged weapons (ranged weapons count as one handed weapons for this purpose), including throwing weapons. Whenever you make a ranged smite attempt with the weapon summoned from Long Arm of the Law, you may treat the target of the smite as if you had moved into that target's space and initiated a bull rush attempt, using your size modifiers, with a +4 sacred bonus to the bull rush attempt. You do not actually move into the opponent's space in this way, and stay in the location from which you made the ranged attack until acted upon by an outside force. You do not provoke an attack of opportunity for this attack.


    Zealous Cleave (Feat)
    Prerequisites: Cleave; Justice Is My Arm, Retribution Is In My Eye, Base Attack Bonus +6
    Benefits: Whenever you make a smite, if automatically counts as if you had killed your target for the purposes of Cleave and Great Cleave. In addition, when you Power Attack with your summoned weapon, you may force all targets to whom you successfully deal damage to make a Reflex save (DC 10 + the Penalty to Attack Rolls + Strength modifier) or fall prone.
    Last edited by unosarta; 2011-09-19 at 11:16 PM.
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    Quote Originally Posted by Lix Lorn View Post
    NOTHING is simple. NO EXCEPTIONS. No, not even that.

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    Sorry for the delay on posting. I've been meaning to get back to this for a while now.

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    Quote Originally Posted by unosarta View Post
    Some of them are just hard to come up with. The one quote that I probably like the most is the ranger quote, which, to me, actively sounds the best.
    I'm partial to the monk quote, but they all have some interesting bits of information and character to them, which is a very good thing to have in a quote!


    Quote Originally Posted by unosarta View Post
    The Wisdom bonus to AC doesn't go away, just the extra bonus that they gain. And, although I know that Flurry of Blows is very iconic for Monks, it is rather unfortunately not very useful. A lot of the monk class features focus on mobility, or mobility-esque options, but flurry of blows is just this weird outlier. It doesn't really fit with the rest of the class. I am thinking of adding a feat for the ACF that allows the monk to cast their spell as a swift action if they have moved and made an attack with their Unarmed Strike in the same round.
    Fair enough. You should mention that they keep the Wisdom bonus, at least, because I read it as loosing all of that class feature the first time around.


    Quote Originally Posted by unosarta View Post
    Good point. Improved Mettle is for Mettle what Improved Evasion is for Evasion. I will clarify with actual ability descriptions.
    The issue has more to do with the fact that depending on where you are getting Mettle from, it'll work on different things. I want to say the Hexblade's Mettle only works against Spells and SLAs, while most later printings allowed it to work against any and all appropriate saving throws. For the base Mettle, you could just have it say "As X's Mettle, Page Whatever from Book This." Or copypasta it. Improved Mettle does need writing, though.


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    Quote Originally Posted by unosarta View Post
    Honestly, giving them a feat makes that feat mandatory. I would rather just give the Bard the ability in the first place, since it isn't like they are gaining that much otherwise. I could alternatively just have it be any time they initiate a maneuver, if that makes more sense.
    Fair enough. I just had Melodic Casting on the mind, is all.


    Quote Originally Posted by unosarta View Post
    It's understandable. That said, for some people, the idea of having extra companions (more full time than otherwise) is a fun way to play a character like that without some crazy Beastmaster multiclassing, while losing the bardic music progression.
    It is an interesting option. Natural Bond gives a lot to that character, but it is far more limited than spellcasting, even a bard's spellcasting, at that. That said, it is a very different sort of power considering how a bard is very capable of buffing allies when it comes to attacks.


    Rest of the stuffs pre-feats.
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    Quote Originally Posted by unosarta View Post
    No, that is correct. I can see your point, I guess. Maybe I could disallow any of the Supernatural effects while the Druid is wildshaped?
    That's overly large again, though, in the event that the Druid has other (Su) stuff. It would also turn off all of the Vestiges' powers, because, well, they are just straight up (Su). Another option may be to throw on some fluff requirements considering how unnatural the vestiges typically are. It's not perfect, but it is an idea.


    Quote Originally Posted by unosarta View Post
    Yeah, I saw that. I had hoped you would be able to contribute more.
    I'll probably get around to reposting some of my older stuff I want a second opinion on and/or need to finish. As for the Prestige Class contest, the new Runic one looks good and I'm already working on some small ideas.


    Quote Originally Posted by unosarta View Post
    Oh no, I definitely understand that. I honestly don't really like it either. I think there are some cases where making base classes is a good thing though. I have been doing stuff in all of those contests, barring the Potpurri, since it is no longer really running, as far as I can tell.
    I'm very, very fickle with base classes, in regards to PEACHing them. A lot of them I've seen don't really add anything new, which is disappointing while those that do can be had to gauge at times.

    Quote Originally Posted by unosarta View Post
    I would definitely agree about reposting them. They were a pretty cool race, if I recall correctly.
    Thanks for that! It took me forever to finish them and due to my timing, I never really got enough PEACHing in the chat thread, so I will definitely get to that soon.

    Quote Originally Posted by unosarta View Post
    I love the idea behind those prestige classes. The interaction between two characters of the two classes would be so interesting and insightful for characters and players.
    A lot of that came from Hyooz, I have to admit. He came up with the idea on each class having a positive and negative quote from a member and opponent, respectively to help show the opinions. One of us may have some of the design notes left over in regards to the Onyx Dream, if you're curious.

    That said, I would absolutely love to hear about a group where two players went with those two prestige classes just to see how that plays out with both the players and how the DM handles the organization.


    Quote Originally Posted by unosarta View Post
    See, but I sort of think that I can't really vote for my own creations because I put so much effort into them. I view them in a higher standing than other classes simply because of how much work I did, without thinking about the work of the other entrants (because it isn't really possible to know another person's effort).
    I understand you there. I felt torn in the Mono a Mono contest, just because of how much Hyooz put into our work, but I felt it wasn't a fair shake, either because of my own interest in it.


    Quote Originally Posted by unosarta View Post
    Precisely. It seems strange to me, then, that no one thought to amend the Paladin and maybe other classes later on when newer rules came about, such as Swift actions.
    I'm not sure, but I'd guess that it's mostly because such options that did do so either came about via items or feats. There are a few ACFs that give them uses for the swift action, but that is a largely untouched area. In the end, it may be just that they never put much thought into "fixing" those classes in such a way.


    Quote Originally Posted by unosarta View Post
    Definitely! I love that excited feeling you get when you are working on a piece of homebrew that really gets you passionate about it.

    Yeah, it's kind of an inherent problem with online homebrew.
    Homebrewing is sort of its own reward in some regards, though. I've used a few of my own works in games I've run and occasionally asked for something I made to be used if I'm itching to play that, but most of the time I'm just so much more enthralled by someone else's work that I must play that instead.


    Quote Originally Posted by unosarta View Post
    Oh! Maybe the summons use their SLAs over the period of a day, and resummoning doesn't refresh the uses? Is that what you were saying? That would work perfectly!
    Sort of. I was more going with the idea that when you summon a Hound Archon, it isn't just a Hound Archon, but rather Glorian of the 3rd Celestial Ring, and thus a very specific person rather than just another random summoned monster. Your fluff heavily implies that, which is good, but having a small, explicit sentence is better!

    Quote Originally Posted by unosarta View Post
    What web enhancements are these?
    This and this. They aren't perfect, but they are a nice idea.


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    Quote Originally Posted by unosarta View Post
    Improved Summoning (Feat)
    Prerequisites: Charisma or Wisdom 17, Divine Partner, Knowledge (Religion) 9 ranks
    Benefits: Whenever you summon an outsider using your Divine Partner ability, that outsider gains a bonus to all physical ability scores equal to your Charisma modifier. In addition, whenever you cast a spell upon yourself, and the outsider you have summoned is within 10 feet of you, they benefit from the effects of that spell as well, as if you had cast it upon them. They lose said benefits if the spell has a duration longer than Instantaneous when they move more than 10 feet away from the Paladin. This effect does not take additional spell slots to use.
    Looks nice. The stat bumps shouldn't be too much. The spell sharing should probably just be as a familiar with a wizard or animal companion with a druid, rather than having that spell cut out if it moves more than 10 feet from the paladin.


    Quote Originally Posted by unosarta View Post
    Clouddancer (Feat)
    Prerequisites: Light From On High, Tumble 9 ranks, Smite Evil 4/day
    Benefits: Your maneuverability while flying becomes perfect, and your fly speed becomes equal to twice your base land speed. Whenever you make a smite upon a foe and neither your nor your foe are touching the ground, you gain a bonus equal to your Wisdom modifier to the attack roll, and your opponent must make a Fortitude save (DC 10 + 1/2 ECL + Charisma modifier) or be pushed back 10 feet in any direction. A successful save cuts the distance traveled in half.
    You should mention that the save for movement is optionable, otherwise there could be some issues full attacking. Also, it feels to me that this feat comes online a little late, but that's just me.


    Quote Originally Posted by unosarta View Post
    Hand of Justice (Feat)
    Prerequisites: Improved Bull Rush, Long Arm of the Law, Spot 9 ranks
    Benefits: You may use the Power Attack feat while attacking with ranged weapons (ranged weapons count as one handed weapons for this purpose), including throwing weapons. Whenever you make a ranged smite attempt with the weapon summoned from Long Arm of the Law, you may treat the target of the smite as if you had moved into that target's space and initiated a bull rush attempt, using your size modifiers, with a +4 sacred bonus to the bull rush attempt. You do not actually move into the opponent's space in this way, and stay in the location from which you made the ranged attack until acted upon by an outside force. You do not provoke an attack of opportunity for this attack.
    Looks solid. It's a limited version of I want to say Brutal Throw and Ranged Pin? You should mention that you can push the target back however many feet your check would allow without issues with moving yourself, too.


    Quote Originally Posted by unosarta View Post
    Zealous Cleave (Feat)
    Prerequisites: Cleave; Justice Is My Arm, Retribution Is In My Eye, Base Attack Bonus +6
    Benefits: Whenever you make a smite, if automatically counts as if you had killed your target for the purposes of Cleave and Great Cleave. In addition, when you Power Attack with your summoned weapon, you may force all targets to whom you successfully deal damage to make a Reflex save (DC 10 + the Penalty to Attack Rolls + Strength modifier) or fall prone. Finally, when you make a smite attempt while power attacking for a number equal to or greater than one half of your Base Attack Bonus, you may treat the smite as if it had hit every enemy within reach.
    This feels a bit much for one feat, mostly the last bit on the power attacking, since it could add free hits. The rest of it, though, is solid in that it ensures usage of your Cleave feat. The prone bit is nice, especially as an alternative to Improved Trip.
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    "See these cookies? Note how while good they taste sort of bland. Now try these, they're the same cookies but with chocolate chips added. Notice how with the second batch we expended slightly more ingredients but dramatically enhanced the flavor? That's metamagic."
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    Knowledge of the Ancients
    Prerequisites: Sage of Earth, Knowledge (Nature) 9 ranks
    Benefits: You may sacrifice a prepared spell as a standard action. You animal companion, as long as they are within 30 feet of you, gain the ability to cast that spell, as a spell like ability, using your caster level and ability score modifiers. They may use the spell like ability once before it fades away and cannot be cast again. If they do not use it before the encounter ends, the spell fades, and the spell is wasted, unused. The animal need not complete any verbal or somatic components of the spell, but if the spell has a material component, experience cost, or focus, you must provide those. The animal need not touch or interact with said material components in order to cast the spell.

    Spirit Warder
    Prerequisites: Spirit Binder, Knowledge (Nature) 9 ranks
    Benefits: You gain access to the Winter, Summer, Spring, Autumn, Beast, Fae, and Nature vestiges. You must still have access to the Vestige level that corresponds with the Vestige that you want to bind in order to bind it.
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    Winter
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    Winter
    Vestige Level: 3rd
    Binding DC: 20
    Special Requirement: No

    Manifestation: A great icicle rises up from the rune, and the air grows furiously cold.

    Sign: Your skin grows deathly cold, and your hair grows icicles and droplets of frost.

    Influence: Whenever you see a single, living plant that is not greater than one foot in height, you must kill it. The exception to this is if you are within a forest, but you take a -2 penalty to all d20 rolls while within the confines of a forest. Your personality becomes commanding, chilly and distant.

    Granted Abilities:
    Frost Form (Su): You gain Damage Reduction 3/Bludgeoning, and any natural or touch attack that successfully hits you causes the attacker to take 2 Cold damage.

    Chilly Breath (Su): As a standard action, you may breathe a blast of frost, that hits all creatures in a 30 foot cone. All creatures in the effect must make a Reflex save (DC 10 + 1/2 EBL + Constitution) or take 1d4 Cold damage per two Effective Binder Levels you possess. Creatures who take damage from this effect also have their movement speeds reduced by 5 feet for 3 round. After using this ability, you must wait 1d4+1 rounds before using it again. This ability counts as a breath weapon for the effects feats and abilities.

    Ice Queen’s Gaze (Ex): You gain a +3 Competency bonus to Intimidate, Spot, Search, and Sense Motive checks.

    Aura of Freezing Cold (Su): You reduce the temperature around you (within 5 feet of you) by 30 degrees, and the temperature within 30 feet of you by 15 degrees. All opponents within 20 feet of you take a -2 penalty to all attack and damage rolls, as well as a -1 penalty to all Strength and Dexterity based skill checks, as the air around them freezes. You may turn off this aura as a swift action, or turn it back on again as a swift action.


    Summer
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    Summer
    Vestige Level: 3rd
    Binding DC: 20
    Special Requirement: No

    Manifestation: A great ray of sunlight shines upon the rune, the air growing much warmer than normal, and small shoots and plants grow out of the ground around the rune.

    Sign: Your skin becomes fever-hot to the touch, although it doesn’t actually affect your health. Vines and roots curl and intertwine into your hair.

    Influence: You must protect any plants or animals you see being harmed, as long as doing so is within your ability. You become outgoing, energetic, and warm in your demeanor, and shun cold and chill.

    Granted Abilities:
    Heat of Life (Su): As a swift action, you may surround yourself with shimmering heat. All creatures that enter within 5 feet of you take 1 Fire damage, and an additional 1 Fire damage every round that they remain within 5 feet of you. This effect lasts for 2 rounds. After the effect fades, you must wait 3 rounds before using it again.

    Anger of the Summer Sun (Ex): You gain a +2 Competency bonus to Attack and Damage rolls.

    Silver Tongue (Ex): You gain a +3 Competency bonus to all Bluff, and Disguise checks, and may speak up to four extra languages that you do not speak. You must decide those languages upon binding Summer.

    Beam of Light (Su): As a standard action, you may shoot a beam of light at an opponent within 20 feet. This is a range touch attack. If it hits, that target takes 6d6 Fire damage, and must make a Fortitude save (DC 10 + 1/2 EBL + Charisma modifier) or become Blinded, as the condition, for one round. After using this ability, you must wait 5 rounds before using it again.


    Spring
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    Spring
    Vestige Level: 3rd
    Binding DC: 20
    Special Requirement: No

    Manifestation: A small shower falls only on the rune, and the air around the rune becomes damp. A single flower grows out of the center of the rune.

    Sign: Your skin is incredibly damp to the touch. Small plants spring up where you step.

    Influence: You must provide water to any plants that you can see, as long as it is within your ability. Your personality becomes young, joyous, and effervescent.

    Granted Abilities:
    April Showers (Su): As a move action, you may summon 3 gallons of water. It appears within 5 feet of you. You may hold it, as a swift action each round, and it remains as a one foot diameter sphere of water, floating about shoulder level above the ground, until you decide to release it. You may release it as a free action.

    New Life (Su): You gain Fast Healing 6.

    Empathy (Ex): You gain a +3 Insight bonus to Diplomacy, Sense motive, and Handle Animal checks.

    Renewal: As a standard action, you may grant one ally within 30 feet of yourself an extra Saving throw of their choice to remove a condition that is currently affecting them. The DC for this effect is (10 + 1/2 HD of the Creature that Forced the Condition + That Creature’s Charisma modifier). If no creature directly forced the condition upon the ally, the DC is 25. This ability may not be used to remove the Dead, Ability Damaged, Ability Drained, Energy Drained, or Grappling conditions. After using this ability, you must wait 5 rounds before using it again.


    Autumn
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    Autumn
    Vestige Level: 3rd
    Binding DC: 20
    Special Requirement: No

    Manifestation: A strong breeze flows around the rune, creating a small funnel cloud.

    Sign: You constantly have breezes and winds flowing around you, even in the tightest of spaces, or at unnatural times.

    Influence: You may not assist any creature that is dying or close to dying in order to bring them back to life. You may allow others to, but cannot yourself.

    Granted Abilities:
    Shocking Blast (Su): As a standard action, you may create a blast of electricity damage centered on a single point within 30 feet of yourself. The blast deals 4d6 Electricity damage to all creatures within 10 feet of that point. Those creature must make a Fortitude save (DC 10 + 1/2 EBL + Charisma modifier) or be dazed for 1 round. After using this ability, you must wait 5 rounds before using it again.

    Shifting Leaves (Ex): You gain a 10% miss chance against all melee and ranged attacks, as leaves swirl and shift around you.

    Harvest (Ex): You deal an extra +3d6 damage against creatures who have less than half of their Hit Points remaining.

    Child of the Red Orchard (Ex): You gain a +3 Competency bonus to all Hide, Move silently, Escape Artist and Tumble checks.


    Beast
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    Beast
    Vestige Level: 5th
    Binding DC: 25
    Special Requirement: Yes

    Special Requirements: You must place a small flank of meat upon the rune, so as to draw out the beast.

    Manifestation: Invisible jaws devour the meat, and a grinning, fanged, gaping muzzle appears, as if sliding out from behind invisible curtains. You catch a glimpse of yellow eyes before the beast disappears. A single paw print remains on the rune.

    Sign: Your ears grow pointed, your eyes shift together, your teeth grow sharp, and your eyes become yellow. Your fingernails grow pointed and sharp, like claws.

    Influence: You must mark any territory you feel you have “acquired” from an owner-- by putting your musk on it, or by somehow defecating upon it.

    Granted Abilities:
    Tear and Rend (Ex): You gain 2 claws that deal 1d6 damage each. As a standard action, you may make a melee attack with both claws against one opponent. If they both hit, the opponent begins bleeding. They take an additional amount of damage each round equal to 1d6 plus your Strength modifier, for 3 rounds. After using this ability, you must wait 5 rounds before using it again.

    Eyes of the Beast (Ex): You gain a +3 Competency bonus to all Spot, and Listen checks. You gain Darkvision out to 30 feet.

    Feral Strength (Ex): You gain a +6 bonus to your Strength and Constitution score.

    Seek (Ex): You gain the Scent ability, and you gain a +2 Competency bonus to Survival checks made to track a creature. This bonus increases to +4 if the creature has less than their full Hit Points.

    Child of Night (Su): As a move action, you may gain the effects of the Invisibility spell for 3 rounds. After the effect fades, you must wait 3 rounds before using this ability again.


    Fae
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    Fae
    Vestige Level: 7th
    Binding DC: 30
    Special Requirement: Yes

    Special Requirements: You must have come into peaceful contact with a creature of the Fey type before. You must place a single strand of bluebell flowers upon the rune.

    Manifestation: Small glittering lights shimmer and flutter around the flower. Little, exquisite voices whisper indecipherable words, and the bluebells grow roots into the rune. A hand appears, a blue as if formed of sky, and caresses the flower, before disappearing.

    Sign: Your eyes turn a deep, deep blue. Bluebell flowers grow into your hair, and you grow graceful and beautiful if you had once been not so.

    Influence: If you are aware of a law that governs a community or town, you must follow that law to the letter. You may not enter a residential home without permission of those who reside within. You may not willingly touch iron or steel.

    Granted Abilities:
    Patron of the Court (Ex): You gain a +4 Competency bonus to all Charisma related skills.

    Grace of the Eladrin (Ex): You gain a +8 bonus to your Dexterity and Intelligence scores.

    Silent as Moonlight (Su): As a standard action, you may create an area of Silence, as the Silence spell, for 3 rounds. After the effect fades, you must wait 3 rounds before using it again.

    Fae Step (Su): As a move action, you may teleport to any location within 30 feet of yourself. All creatures within 10 feet of the location where you materialize become Dazzled, as the condition, until the end of the encounter. You do not provoke attacks of opportunity for movement 1 round after teleporting in this way. After using this ability, you must wait 5 rounds before using it again.

    Star Strike (Su): As a standard action, you may make a single melee attack. If you hit, the attack deals normal damage, and the target of the attack must make a Will save (DC 10 + 1/2 EBL + Charisma modifier) or become Confused, as the condition, for 3 rounds. After using this ability, you must wait 5 rounds before using it again.


    Nature
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    Nature
    Vestige Level: 8th
    Binding DC: 36
    Special Requirement: Yes

    Special Requirements: Must have made peaceful contact with an Elemental of each kind of element. You must place some small portion of fire, water, air, and earth on the rune, or some representation thereof (E.G. coal, a sponge, quartz, and a sprinkle of dirt could replace fire, water, air, and earth respectively).

    Manifestation: All of the elements mix together and form a vortex of matter that rises to form a great tree. The tree is constantly shifting, constantly churning and forcing its way back in on itself. The leaves are tiny flames, globes of water, whirling balls of air, and round stones that hang lightly from the elemental branches. Your gaze cannot seem to fall upon the tree directly, its majesty just too much for your eyes. You blink, as the tree grows bright, and when you look back, it is gone. Left in its stead is a tiny black ball, almost as round as your fist. As you lean down to touch it, it fades away, but leaves a tiny mark on your forearm, like a leaf (the marks are permanent, and cannot be removed by any means. If a Druid were to try to remove its skin and flesh to remove the mark, they would find it imprinted into the bone). If you do not have a forearm to imprint, it instead marks your face.

    Sign: Your eyes glow in a pattern of colors, shifting from red to blue to yellow to green every few seconds.

    Influence: You may not willingly kill a creature of the Elemental, Beast, or Fey type.

    Granted Abilities:
    Lady of Storms (Su): As a full round action, you may summon a great storm. The storm lasts for 3 rounds. It takes up an area of 30 feet by 30 feet, and 20 feet high. Any creature who flies in the storm must immediately drop to the ground or take 4d6 Bludgeoning damage per turn. All other creatures take 2d6 Bludgeoning damage per turn. Once per round, you may direct a bolt of lightning to strike an opponent. Doing so is a move action. That opponent must make a Reflex save (DC 10 + 1/2 EBL + Charisma modifier) or take 7d6 Electricity damage. If they make the save, they take half damage. The bolt also deals 3d6 Electricity damage to all creatures within 10 feet of the creature the bolt was directed at. After the storm fades, you must wait 5 rounds before using this ability again.

    Endless Bounty (Su): As a move action, you may fill your ally’s bellies with delicious food and drink, boosting their spirits. All allies within 20 feet of you gain a +4 bonus to an ability score of their choice, and Fast Healing 10 for 3 rounds. After the effect has faded, you must wait 3 rounds before using this ability again.

    Pure Creation (Su): As a standard action, you may fire off a bolt of pure energy at an opponent within 30 feet, as a ranged touch attack. It deals 10d6 damage, which is divided evenly into Acid, Cold, Electricity, Fire, and Sonic damage. The creature must make a Fortitude save (DC 10 + 1/2 EBL + Charisma modifier) or become dazed for 1 round. After using this ability, you must wait 5 rounds before using it again.

    Mother’s Kindness (Ex): You gain a +4 Competency bonus to Diplomacy, Heal, Listen, Spot, Sense Motive, and Handle Animal. You gain Telepathy out to 20 feet.

    Solidarity of Earth (Ex): You gain a +4 bonus to resist Grapple, Trip, Disarm, Bull Rush, Feint, and Overrun attempts, as long as you are standing upon solid ground.


    Mystic Style
    Prerequisites: Arcane Fist, Spellcraft 11 ranks
    Benefits: You may cast a spell that you have available to you through the Arcane Fist class feature as a swift action after making a full attack. In addition, you gain a bonus to attack and damage rolls after casting a spell that you gained from the Arcane Fist class feature equal to the level of the spell, for up to two rounds after casting the spell. Finally, you gain spell resistance equal to your ECL +13.

    Companionship
    Prerequisites: Animal Companion, Bardic Music, Perform 9 ranks, Handle Animal 9 ranks
    Benefits: You may choose one song you can perform through the bardic music. You animal companion automatically gains the benefits of that song, permanently affecting them, as if you were constantly playing it but only they could hear. You may change which songs the animal companion benefits from as a ten minute ritual, that involves petting, stroking, whispering to, or otherwise interacting with the animal companion. If you have more than one animal companion, you must choose a different song for each animal companion. The benefits of one song do not stack with each other, for this purposes of this feat.

    Invisible Stalker
    Prerequisites: Ethereal Hunstman, Hide 12 ranks
    Benefits: You may become invisible outside of combat at will, but it becomes normal invisibility outside of combat. In addition, you are affected by a silence effect, which affects your square, and up to three squares adjacent to your own square. These effects are purely extraordinary stealth, and are not affected by Dispel Magic or Anti-magic Field. You may turn off the silence effect or change the squares that are affected as a swift action.

    True Death
    Prerequisites: Truebane Pursuant, Base Attack Bonus +12, Favored Enemy
    Benefits: By spending two uses of the Truebane Smite, you may make a melee attack against an opponent, as a full round action. A regular opponent takes double damage from the smite. A favored enemy must make a Fortitude save (DC 10 + 1/2 ECL + Wisdom modifier) or die. If they make the save, they take the normal damage of the smite. If they are immune to Death Effects or Fortitude saves, they must make a Reflex save or be destroyed. If they make the save, they take the normal smite damage.
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    Default Re: Alternate Class Features For All Classes (Feats/ACFs, P.E.A.C.H.)

    Paladin, Druid, Ranger, Monk, Bard....
    No sorcerer, wizard, cleric, fighter, or rogue?

    Wouldn't they count as part of "All classes"?
    Last edited by flabort; 2011-09-20 at 10:38 PM.
    Demilich avatar by Smuchmuch. Thank you VERY much!

    Old Extended Signature, last updated in 2012
    Awright, Supagoof, that's just awesome. Thanks!
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    Infernal avatar by Savana. Thanks!

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    Default Re: Alternate Class Features For All Classes (Feats/ACFs, P.E.A.C.H.)

    Quote Originally Posted by flabort View Post
    Paladin, Druid, Ranger, Monk, Bard....
    No sorcerer, wizard, cleric, fighter, or rogue?

    Wouldn't they count as part of "All classes"?
    Still getting around to them. The problem with the Full Casters is that they basically don't have any real class features. Fighters only really have feats, in which case I would rather just make feats for the fighters, and Rogues, again, don't really have any class features, or at least any class features that can be replaced easily. I could, for instance, replace the Rogue's Sneak Attack dice for Initiating, or their special abilities for Binding, or Meldshaping, etc etc, but I hadn't really gotten around to it and I hadn't really planned on it. However, if there is interest (even one person is interest enough), I would love to make Rogue ACFs. However, the full casters are basically off limits unless they can somehow spontaneously grow class features.
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    me likee
    Revised avatar by Trixie, New avvie by Crisis21!
    Mah Fluffy Death Critters
    Orcs and Goblins
    Behold the Power of Kitteh!
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    Rogue


    "Silence is the stillness in which all things become one. Darkness is the enveloping shadow in which one thing becomes all. Sound is the movement in which one ripple in the water becomes a wave on the shore. Light is the burning brand that illuminates the corners of the mind. All things come from shadow, and to there, all will return."
    ~Ruthenius Grey, Wave Upon the Shore, the Silence

    Bellicose Assassin (Rogue)
    The Rogue has sacrificed his ability to find weaknesses in order to learn martial arts of great power.
    Replaces: Sneak Attack
    Benefits: The Rogue gains Initiating as a Warblade of his level, with the Warblade’s recovery mechanic, and with access to the Shadow Hand, Tiger Claw, Setting Sun and Diamond Mind disciples. He automatically gains a +2 Competency bonus with all Discipline skills.

    Spirit Slayer (Rogue)
    The Rogue becomes able to bind spirits of those who have died and long to live on.
    Replaces: Sneak Attack at 3rd, 7th, 11th, and 15th level, as well as Evasion, Uncanny Dodge, and Improved Uncanny Dodge.
    Benefits: The Rogue gain soulbinding, as a Binder of his level. He gains no other benefits of the Binder class.

    Cerulean Sneak (Rogue)
    The Rogue becomes able to channel souls into his body, using them to fortify himself and his equipment.
    Replaces: Sneak Attack at 3rd, 7th, 11th, and 15th level, as well as Special Abilities.
    Benefits: The Rogue gains Meldshaping as a Totemist of his level. He does not gain the Totem chakra. He chooses his soulmelds from the Incarnate’s soulmeld list. He gains no other benefits of the Totemist class.

    Silent Stalker (Rogue)
    The Rogue becomes able to fade into the shadows, and from sight.
    Replaces: Evasion, Improved Evasion.
    Benefits: As a standard action, the Rogue may become Invisible, as the Greater Invisibility spell, for one round. After using this ability, the Rogue must wait 1d4 rounds before using it again. He may not use it outside of combat
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