Author Topic: D&D Core Classes [Rebalancing 3.5]  (Read 183499 times)

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RobbyPants

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D&D Core Classes [Rebalancing 3.5]
« on: September 10, 2008, 05:23:14 PM »
A month or so back I started a thread on Rebalancing 3.5.  It's gotten huge to the point that I was asked to split it into several sub-threads in the house-rules page.

Just so we're on the same page, what I'm looking to do is help close the gap between the drastically overpowered and the underpowered.  I'm trying to remove some of the worst abuses.  If you're familiar with JaronK's Tier system, I'm aiming for roughly a tier 3 game.

I will try to update these first posts with the current versions of what we've "agreed on."  Any recent additions will be in red so they're easier to find.

That being said, we can begin the work below.


(Cross-post links:)

Rebalancing Compendium

Races 
Core Classes
Other Classes 
Skills & Feats 
Spells 
Combat & Rules 
Equipment 
« Last Edit: September 29, 2008, 03:36:18 AM by RobbyPants »
My balancing 3.5 compendium
Elemental mage test game

Quotes
[spoiler]
Quote from: Cafiend
It is a shame stupidity isn't painful.
Quote from: StormKnight
Totally true.  Historians believe that most past civilizations would have endured for centuries longer if they had successfully determined Batman's alignment.
Quote from: Grand Theft Otto
Why are so many posts on the board the equivalent of " Dear Dr. Crotch, I keep punching myself in the crotch, and my groin hurts... what should I do? How can I make my groin stop hurting?"
Quote from: CryoSilver
I suggest carving "Don't be a dick" into him with a knife.  A dull, rusty knife.  A dull, rusty, bent, flaming knife.
Quote from: Seerow
Fluffy: It's over Steve! I've got the high ground!
Steve: You underestimate my power!
Fluffy: Don't try it, Steve!
Steve: *charges*
Fluffy: *three critical strikes*
Steve: ****
Quote from: claypigeons
I don't even stat out commoners. Commoner = corpse that just isn't a zombie. Yet.
Quote from: CryoSilver
When I think "Old Testament Boots of Peace" I think of a paladin curb-stomping an orc and screaming "Your death brings peace to this land!"
Quote from: Orville_Oaksong
Buy a small country. Or Pelor. Both are good investments.
[/spoiler]

RobbyPants

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Re: D&D Core Classes [Rebalancing 3.5]
« Reply #1 on: September 10, 2008, 05:23:30 PM »
Core Classes


Barbarian
[spoiler=Class Features]
1   Fast movement, illiteracy, rage 1/encounter, Rage (Temporary Hit Points)
2   Uncanny dodge
3   Rage (Mettle)
4   Rage (Fear Immune)
5   Improved uncanny dodge
6   Pounce
7   Damage reduction 1/-, Rage (Damage Reduction)
8   Rage (Haste, 1)
9   Temporary Hit Points (x3)
10  Damage reduction 2/-
11  Greater rage
12  Rage (Haste, 2)
13  Damage reduction 3/-
14  Indomitable will
15  Rage (Improved Mettle)
16  Damage reduction 4/-, Rage (Haste, 3)
17  Tireless rage
18  Temporary Hit Points (x3)
19  Damage reduction 5/-
20  Mighty rage, Rage (Haste, continuous)
Rage: Per the PHB with the following exceptions: the barbarian can use rage once per encounter instead of per day.  Instead of gaining a +4 bonus on Constitution, the barbarian instead gainst a +2 morale bonus on Fortitude saves.   To account for no Constitution increase, rage lasts five rounds + the barbarian's Constitution modifier.

The moral bonus to fortitude saves increases to +3 at 11th level when the barbarian gains Greater Rage and to +4 at 20th level when he gains Mighty Rage.

Rage (Temporary Hit Points): While raging, the barbarian gains a number of temporary hit points equal to double his class level.  These temporary hit points overlap with other temporary hit points and do not stack.  For example, a 3rd level barbarian would gain 6 temporary hit points per round, but the total would never increase above 6.

At 9th level, the barbarian gains a number of temporary hit points equal to three times his class level per round.  This increases to four times his class level at 18th level.

Uncanny Dodge: At 2nd level, the barbarian gains Uncanny Dodge, per the PHB.

Rage (Mettle): At 3rd level, the barbarian gains Mettle when he is raging.

Rage (Fear Immune): At 4th level, the barbarian is immune to fear while raging.

Improved Uncanny Dodge: At 5th level, the barbarian gains Improved Uncanny Dodge, per the PHB.

Pounce: At 6th level, the barbarian gains Pounce.

Damage Reduction: At 7th level, the barbarian gains Damage Reduction per the PHB.

Rage (Damage Reduction): At 7th level, the damage reduction granted from barbarian levels doubles while the barbarian is raging.

Rage (Haste): At 8th level, as a swift action the barbarian can gain the benifits of Haste for one round while raging.  This ability does not stack with any other rage ability.

At 12th level, the barbarian can gain the effects of Haste for two rounds while raging, although it need not be two consecutive rounds.  Each separate activation takes a swift action, although the barbarian can use it for two consecutive rounds for a single swift action activation.  At 16th level, the barbarian can gain the benifit of Haste for three rounds.  At 20th level, the duration of the Haste is limited only by the barbarian's rage.

Indomitable Will: At 14th level, the barbarian gains Indomitable Will, per the PHB.

Rage (Improved Mettle): At 15th level, when the barbarian is raging, he gains Improved Mettle.  This works exactly like Mettle, except on a failed save, he only takes the partial effects instead of the full effects of the spell or ability.

Tireless Rage: At 17th level, the barbarian gains Tireless Rage, per the PHB.[/spoiler]


Bard
No changes.


Cleric
- The cleric no longer has full access to his entire spell list.  Instead, he chooses a number of spells known from the spell list similar to a sorcerer. The cleric still prepares spells from this list as normal, and he gains extra domain slots as normal.  The cleric still can spontaneously cast cure/inflict spells as normal.
[spoiler=Cleric Spells Known]
Level   Spells Known
        0   1st  2nd  3rd  4th  5th  6th  7th  8th  9th
1st     5   3    —    —    —    —    —    —    —    —
2nd     6   3    —    —    —    —    —    —    —    —
3rd     6   4    2    —    —    —    —    —    —    —
4th     7   4    2    —    —    —    —    —    —    —
5th     7   5    3    2    —    —    —    —    —    —
6th     8   5    3    2    —    —    —    —    —    —
7th     8   6    4    3    2    —    —    —    —    —
8th     9   6    4    3    2    —    —    —    —    —
9th     9   6    5    4    3    2    —    —    —    —
10th    9   6    5    4    3    2    —    —    —    —
11th    9   6    6    5    4    3    2    —    —    —
12th    9   6    6    5    4    3    2    —    —    —
13th    9   6    6    6    5    4    3    2    —    —
14th    9   6    6    6    5    4    3    2    —    —
15th    9   6    6    6    6    5    4    3    2    —
16th    9   6    6    6    6    5    4    3    2    —
17th    9   6    6    6    6    6    5    4    3    2
18th    9   6    6    6    6    6    5    4    3    2
19th    9   6    6    6    6    6    6    5    4    3
20th    9   6    6    6    6    6    6    5    4    4
[/spoiler]

- In addition to the normal skill points a cleric gets each level, the cleric also gains one rank in Knowledge(Religion).  If the a cleric level is taken at 1st level, the cleric gains four ranks.  The cleric still cannot exceed the normal maximum number of ranks for his character level. * Possibly remove *
- Use modified Turn Undead mechanic (See combat & rules thread)
- Most other changes will come in the form of changed spells.
- Note: I do want to add in other class features at some point, which might come in the form of scaling domain abilities.  I still need to put more thought into this.


Druid
- Use the Shapeshift alternate class feature found in the PHB II.
- The druid no longer has full access to his entire spell list.  Instead, he chooses a number of spells known from the spell list similar to a sorcerer. The druid still prepares spells from this list as normal.  The druid still can spontaneously cast Summon Nature's Ally spells as normal.
[spoiler=Druid Spells Known]
Level   Spells Known
        0   1st  2nd  3rd  4th  5th  6th  7th  8th  9th
1st     5   3    —    —    —    —    —    —    —    —
2nd     6   3    —    —    —    —    —    —    —    —
3rd     6   4    2    —    —    —    —    —    —    —
4th     7   4    2    —    —    —    —    —    —    —
5th     7   5    3    2    —    —    —    —    —    —
6th     8   5    3    2    —    —    —    —    —    —
7th     8   6    4    3    2    —    —    —    —    —
8th     9   6    4    3    2    —    —    —    —    —
9th     9   6    5    4    3    2    —    —    —    —
10th    9   6    5    4    3    2    —    —    —    —
11th    9   6    6    5    4    3    2    —    —    —
12th    9   6    6    5    4    3    2    —    —    —
13th    9   6    6    6    5    4    3    2    —    —
14th    9   6    6    6    5    4    3    2    —    —
15th    9   6    6    6    6    5    4    3    2    —
16th    9   6    6    6    6    5    4    3    2    —
17th    9   6    6    6    6    6    5    4    3    2
18th    9   6    6    6    6    6    5    4    3    2
19th    9   6    6    6    6    6    6    5    4    3
20th    9   6    6    6    6    6    6    5    4    4
[/spoiler]
- Most other changes will come in the form of changed spells.


Fighter
Class skills: Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Knowledge(History) (Iint), Knowledge(Nobility) (Int), Listen (Wis), Profession (Wis), Ride (Dex), Spot (Wis), Swim (Str), and Tumble (Dex).
4 skill points per level
[spoiler=Class Features]
1   Bonus Feat, Weapon Aptitude
2   Bonus Feat
3   Art of War
4   Bonus Feat   
5   Battlefield Recon, Surprise Lunge   
6   Bonus Feat
7   Shake it Off, Foil   
8   Bonus Feat
9   True Grit   
10  Bonus Feat
11  Array of Stunts
12  Bonus Feat
13  Improved Shake it Off
14  Bonus Feat
15  Improved Foil   
16  Bonus Feat
17  Improved Array of Stunts
18  Bonus Feat
19  Greater Shake it Off
20  Bonus Feat, Supreme Reach
Weapon Aptitude
As the Warblade ability.

Art of War
Fighters train extensively in the basic arts of combat.  At 3rd level the fighter gains a +1 bonus to opposed Trip, Disarm, Bull Rush, Sunder, Grapple, Feint, and Overrun checks.  This bonus increases by +1 every three fighter levels thereafter.

Battlefield Recon
Fighters battle against a great many foes, and learn to identify them quickly.  A Fighter of 5th level or higher may add his class level to all Knowledge checks to identify creatures and to gain Strategic Advantage in planning for a large battle (Heroes of Battle). The fighter always counts as trained in any such Knowledge check.

Surprise Lunge
As an immediate action the Fighter may treat his threatened area as 5' farther than usual, and any interrupted action which would then trigger an attack of opportunity does so. The fighter moves 5' such that the creature now triggering this AoO would be within his normal threat range, and then resolves the attack of opportunity. His threatened area then returns to normal.

Shake it Off
At 7th level, the fighter gains the ability to shake off various impeding effects.  As a full round action, a fighter can attempt remove one of the following effects: blind, confused, dazzled, deaf, exhausted, fatigued, shaken, or sickened.  To remove the effect, the fighter is allowed to roll another saving throw, at the original DC of the effect. 

If the effect was caused by a spell that did not allow a saving throw, the fighter may attempt a Fort save against a normal DC for a spell or spell-like ability of that level.  Any other condition that does not allow a save cannot be removed with this ability.

Foil
At level 7, a fighter can attempt to foil an opponent's action, causing it to fail, as an immediate action against an adjacent opponent.  A fighter may foil another attack, a spell (even if cast defenisvely), or a skill check.  To resolve the foil, the fighter makes an opposed attack roll using his full base attack bonus and all modifiers he'd normally add.  If the fighter wins this opposed roll, the action fails. 

If foiling an attack, the opponents opposes the fighter with his attack roll.  If foiling a spell, the caster opposes the fighter with a Concentration check.  If foiling a skill check, the opponent opposes the fighter with the appropriate skill check.

True Grit
Fighters must learn to tough it out under fire.  A Fighter of 9th level or higher may add his constitution bonus to any Reflex or Will save he has to make.

Array of Stunts
At 11th level the fighter gains an extra swift action each round.  This extra action can also be used as an immediate action.

Improved Shake it Off
At 13th level, a fighter can use shake it off to remove one of the following effects: cowering, dazed, fascinated, frightened, nauseated, panicked, paralyzed, and stunned.  A fighter may use this ability despite the condition preventing him from using full round actions.

Improved Foil   
At 15th level, the fighter can use his foil ability at a greater range with a melee or ranged weapon.  If using a melee weapon, the fighter can use foil against any opponent within his reach.  If using a ranged weapon, the fighter can use foil with 30 feet or the weapon's first range increment, whichever is greater.  All range penalties (if any) apply to the opposed roll.

Improved Array of Stunts
At 17th level the fighter gains an extra swift action each round, which is in addition to the extra swift action he gains from Array of Stunts.  This extra action can also be used as an immediate action.

Greater Shake it Off
At 19th level a fighter may use Shake it Off and Improved Shake if Off as a move action.

Supreme Reach
At 20th level, a fighter's melee reach increases by five feet.  All range increments for ranged weapons are doubled.  The fighter may use Foil with a ranged weapon at a distance of up to 60 feet.[/spoiler]


Monk
This version was finalized by Midnight_V, with help from Risada and Orion:

Class Skills: The monk’s class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Hide (Dex), Jump (Str), Knowledge (arcana) (Int), Knowledge (religion) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Spot (Wis), Swim (Str), and Tumble (Dex).
6 skill points per level
[spoiler=Class Features]
Level  AC     Speed  Special
       Bonus  Bonus
_______________________________________________________________
1      +0     +0'    AC bonus, Improved Unarmed Strike,
                     flurry of blows, Enlightened Strike
2      +0     +0'    Bonus Feat, Evasion
3      +0     +10'   Combat Insight, Still Mind
4      +0     +10'   Ki Strike (magic), Slow Fall (20')
5      +1     +10'   Purity of Body
6      +1     +20'   Bonus Feat, Storm of Blows, Slow Fall (30')
7      +2     +20'   Wholeness of Body, Ki Strike (cold iron)
8      +2     +20'   Ki Reinforce, Slow Fall (40')
9      +3     +30'   Improved Evasion
10     +3     +30'   Ki Strike (lawful), Slow Fall (fly 1/enc)
11     +4     +30'   Diamond Body
12     +4     +40'   Abundant Step, Slow Fall (fly 2/enc)
13     +5     +40'   Diamond Soul, Ki Strike (Ghost Touch)
14     +5     +40'   Slow Fall (fly 3/enc)
15     +6     +50'   Quivering Palm
16     +6     +50'   Ki Strike (adamantine), Slow Fall (fly 4/enc)
17     +7     +50'   Timeless Body, Tongue of the Sun and Moon,
                     Diamond Soul (rebound)
18     +7     +60'   Slow Fall (fly 5/enc)
19     +8     +60'   Empty Body
20     +8     +60'   Perfect Self, Slow Fall (fly 6/enc)
_______________________________________________________________
Weapon and Armor Proficiency
Monks are proficient with club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shuriken, siangham, and sling.

Monks are not proficient with any armor or shields

When wearing armor, using a shield, or carrying a medium or heavy load, a monk loses her AC bonus, as well as her fast movement and flurry of blows abilities. [/left]
AC Bonus (Ex)
When unarmored and unencumbered, the monk adds her Wisdom bonus (if any) to her AC. In addition, a monk gains a +1 bonus to AC at 5th level. This bonus increases by 1 every odd level thereafter (+2 at 7tth, +3 at 9th, and +4 at 11th level ad so on).

These bonuses to AC apply even against touch attacks or when the monk is flat-footed. She loses these bonuses when she is immobilized or helpless, when she wears any armor, when she carries a shield, or when she carries a medium or heavy load.

Flurry of Blows (Ex) as phb

Improved UnarmedStrike: as phb

Enlightened Strike (G. Stunning Fist / Immobilizing strike)
At 1st level, a monk  a monk gains a special version of Stunning Fist as a bonus feat.
 Stunning Fist forces a foe damaged by your unarmed attack to make a Fortitude saving throw (DC 10 + ½ your character level + your Wis modifier), in addition to dealing damage normally, or be stunned for one round
 Immobliziing Fist forces a foe damaged by your unarmed attack to make a reflex saving throw (DC 10 + ½ your character level + your Wis modifier), in addition to dealing damage normally or have thier movement modes reduced to "0" for one round.
 A monk who selects this feat may attempt a stunning attack a number of times per day equal to + the monks level, plus one more time per day for every four levels she has in classes other than monk.

Bonus Feats:
2nd level, she may select a bonus feat, drawn from the list of fighter feats
6th level, she may a bonus feat, drawn from the list of fighter feats

Evasion (Ex)
At 2nd level or higher if a monk makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if a monk is wearing light armor or no armor. A helpless monk does not gain the benefit of evasion.

Combat Insight (Ex): starting at 3rd level and at every 3 levels thereafter the monk gains a +1 insight bonus on attacks of opportunity, Disarm, Grapple and Trip attempts. Additionally, whenever the monk succeeds at such checks, it may make a free attack againt her foe (at her highest attack bonus). This attack isn't considered an attack of opportunity.

Fast Movement (Ex)
At 3rd level, a monk gains an enhancement bonus to her speed, as shown on Table: The Monk. A monk in armor or carrying a medium or heavy load loses this extra speed.

Still Mind (Ex)
A monk of 3rd level through discipline and focus can postpone the effects of spells and effects from the school of enchantment. The monk must make his save as per normal however you may delay the actual effects for a number of rounds equal to your wisdom modifier or 4 which ever is lower at which point you are affected normally.

Ki Strike (Su)
At 4th level, a monk’s unarmed attacks are empowered with ki. Her unarmed attacks are treated as magic weapons for the purpose of dealing damage to creatures with damage reduction. Ki strike improves with the character’s monk level. At 7th level the unarmed attacks are also treatead as cold iron for the purpose over dealing damage to creatures with damage reduction. At 10th level, her unarmed attacks are also treated as lawful weapons for the purpose of dealing damage to creatures with damage reduction. At 13 level the monks unarmed strikes gain the  "ghost touch" weapon property. At 16th level, her unarmed attacks are treated as adamantine weapons for the purpose of dealing damage to creatures with damage reduction and bypassing hardness.

Slow Fall (Ex)
At 4th level or higher, a monks masters the art of slow falling and ultimately to defy gravity for short bursts. When first using this ability, a monk takes damage as if the fall were 20 feet shorter than it actually is. The monk’s ability to slow fall (that is, to reduce the effective distance of the fall) improves with her monk level until at 10th level she can as an immediate action  Swift fly once per encounter with a movement equal to half the monks base speed. This does not count towards the monks movement in any individual round and can use this ability one additional time per encounter at ever following even level. Twice at 12, three times at 14th and so on. . .

Purity of Body (Ex)
At 5th level, a monk gains immunity to all poisons and diseases except for supernatural and magical diseases.

Storm of Blows: At 6th level, as a full-round action, monks can move between flurry attacks. The can move their base speed (the equivalent of one move action), and make one full Flurry attack. They must move at least 5 feet before and 5 feat after their first and last attacks.

Wholeness of Body (Su)
At 7th level or higher, a monk can heal her own wounds. She can heal a number of hit points of damage equal to 4 times the monks level each day, and she can spread this healing out among several uses. Addtionally the monk may instead spend 5 points from this pool to heal 1 point of ability damage or 20 points to remove a negative level.

Ki Reinforce (Sp): starting at 8th level, three times per day, the monk can make a Concentration check as a swift action, then inbue her attacks with force damage, based on the check result, as below:

Check result........Bonus Damage
15 or below.........Total + 1d6 Force Damage
16-25.................Total +2d6 Force Damage
26-30.................Total +3d6 Force Damage
31-35.................Total +4d6 Force Damage
36+....................Total +5d6 Force Damage + the opponent saves or is knocked prone from the impact.

This ability lasts for 1 minute.

Improved Evasion (Ex)
At 9th level, a monk’s evasion ability improves. She still takes no damage on a successful Reflex saving throw against attacks, but henceforth she takes only half damage on a failed save. A helpless monk does not gain the benefit of improved evasion.

Diamond Body (Su)
At 11t level, the monk, gains immunity to the following conditions: Blindness, Deafness, exastion, fatigue, Nauseated, Petrified, stunned, sickened,  and can ignore the effects of being staggered or unconscious (effectively gaining the die hard feat but without allowing it to qual for other feats)

Abundant Step (Su)
At 12th level or higher, a monk can slip magically between spaces, as if using the spell dimension door, once per point of wisdom modifier per day. Her caster level for this effect is one-half her monk level (rounded down).

Diamond Soul (Ex)
At 13th level, a monk gains spell resistance equal to her current monk level + 15. In order to affect the monk with a spell, a spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the monk’s spell resistance.
At 17 level any effect that fails to overcome the monks spell resistance is rebounded upon the caster as the spell turning spell. (this second effect is an immidiate action and you will not activate if you've used an immediate or swift action within the current round)

Quivering Palm (Su)
Starting at 15th level, a monk can set up vibrations within the body of another creature that can thereafter be fatal if the monk so desires. She can use this quivering palm attack once day, and she must announce her intent before making her attack roll. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be affected. Otherwise, if the monk strikes successfully and the target takes damage from the blow, the quivering palm attack succeeds. Thereafter the monk can try to slay the victim at any later time, as long as the attempt is made within a number of days equal to her monk level. To make such an attempt, the monk merely wills the target to die (a free action), and unless the target makes a Fortitude saving throw (DC 10 + ½ the monk’s level + the monk’s Wis modifier), it dies. If the saving throw is successful, the target is no longer in danger from that particular quivering palm attack, but it may still be affected by another one at a later time.

Timeless Body (Ex)
Upon attaining 17th level, a monk no longer takes penalties to her ability scores for aging and cannot be magically aged. Any such penalties that she has already taken, however, remain in place. Bonuses still accrue, and the monk still dies of old age when her time is up. Damage reduction increases by two

Tongue of the Sun and Moon (Ex)
A monk of 17th level or higher can speak with any living creature.

Empty Body (Su)
At 19th level, a monk gains the ability to assume an ethereal state for 1 round per monk level per day, as though using the spell etherealness. She may go ethereal on a number of different occasions during any single day, as long as the total number of rounds spent in an ethereal state does not exceed her monk level.

Perfect Self (su):
At 20th level you have reached a level of mental, spritual, and physical perfection. Some call it "transcendance", or "enlightenment" but ultmately you have reached a level of "oneness" with the universe that has allowed you to shed your mortal constraints. This manifests in a variety of ways.
Your type changes to:Outsider (Lawful)
You are no longer on the path, but you are instead of the path.
You are now immortal you have no maximum age limits and will not die due to the effects of aging also, you are forevermore treated as an outsider rather than as a humanoid (or whatever the monk’s creature type was) for the purpose of spells and magical effects.. If subjected to any dismissal effect it will simply move you to the ethereal plane. (which you can return from at your leisure barring dimensional locking effects.)
Unlike other outsiders, the monk can still be brought back from the dead as if still a member of the previous creature type
Dr 10/Chaotic and silver.
Enlightend One
You may radiate an immaculate light to a range of 60ft at will. This grants you total concealment and lasts 4 rounds. This is a visual effect that is not bypassed by true seeing. However, creatures who do not use sight (oozes and the such) are unaffected by this power This effect may only be dispelled by a  darkness spell of 7th level or higher. You may use this ability each day a number or times equal to your wisdom modifier.

Awe of perfection: You are under the permanent effects of a Sanctuary spell DC = 10 + monk level + wisdom
Constructs, Elementals, Mindless undead, and other outsiders are immune to this effect, or any other creature that does not have an age maximum age limit (or that is defined as immortal) are immune to this effect. (this does however affect exceptionally long lived creatures Dragons, elves, elan etc...
Immunity to Magic (Ex)
You are immune to any spell or spell-like ability that allows spell resistance. Though you may supress this ability as a full round action, and the supression lasts for one round (untill just before your next turn.) This replaces the dimond soul ability
Walk the path: You may plane shift (as the spell) twice perday as a supernatural ability. You are immune to the harmful enviormnetal effects (temperature extremes, lack of oxygen) This ability takes one full round to use.[/spoiler]


Paladin
I am strongly considering simply using OneWing4ngel's paladin.


Ranger
- A ranger is treated as a druid of equal level for purposes of his Animal Companion’s abilities and the type of Animal Companions available.  The ranger still gets the Animal Companion at 4th level.
- I'm rolling Improved and Greater TWF into the normal TWF feat, which leaves the 6th and 11th level TWF combat sytle abilities open.  At level 6, the ranger can make a single attack with both of his weapons at his full BAB (normal TWF penalties apply) as a standard action.  At level 11 the rager gets Two-Weapon Rend (from PHB2).

Rogue
- A rogue can deal Sneak Attack damage to creatures immune to critical hits.  The rogue deals half the normal amount of sneak attack damage to creatures immune to critical hits.


Sorcerer
[spoiler=progression]
Level   Special
____________________________________
1       Eschew Materials/heritage, Familiar
2       Advanced Learning
3       
4       Bonus Feat
5       
6       Advanced Learning
7       
8       Bonus Feat
9       
10      Advanced Learning
11     
12      Bonus Feat
13     
14      Advanced Learning
15     
16      Bonus Feat
17     
18      Advanced Learning
19     
20      Bonus Feat
Familiar: Per PHB

Scribe Scroll/Bonus Feat: Sorcerers have two options:

1) Pick a heritage (draconic, infernal, celestial, etc...).  Get the appropriate base heritage feat at 1st level (instead of Scribe Scroll) and a new heritage feat of the appropirate type with each new bonus feat.

2) Do not pick a heritage.  Get Eschew Materials at level 1 and a bonus item creation or metamagic feat with the new bonus feats.

Advanced Learning: Pick a spell off of a printed Sorcerer/Wizard list (not the new generalist list).  This spell is added as a spell known.[/spoiler]
- Increase the sorcerer's spell's known as follows:
[spoiler=Sorcerer Spells Known]
Level   Spells Known
        0   1st  2nd  3rd  4th  5th  6th  7th  8th  9th
1st     5   3    —    —    —    —    —    —    —    —
2nd     6   3    —    —    —    —    —    —    —    —
3rd     6   4    -    —    —    —    —    —    —    —
4th     7   4    2    —    —    —    —    —    —    —
5th     7   5    3    -    —    —    —    —    —    —
6th     8   5    3    2    —    —    —    —    —    —
7th     8   6    4    3    -    —    —    —    —    —
8th     9   6    4    3    2    —    —    —    —    —
9th     9   6    5    4    3    -    —    —    —    —
10th    9   6    5    4    3    2    —    —    —    —
11th    9   6    6    5    4    3    -    —    —    —
12th    9   6    6    5    4    3    2    —    —    —
13th    9   6    6    6    5    4    3    -    —    —
14th    9   6    6    6    5    4    3    2    —    —
15th    9   6    6    6    6    5    4    3    -    —
16th    9   6    6    6    6    5    4    3    2    —
17th    9   6    6    6    6    6    5    4    3    -
18th    9   6    6    6    6    6    5    4    3    2
19th    9   6    6    6    6    6    6    5    4    3
20th    9   6    6    6    6    6    6    5    4    4
[/spoiler]
- Most other changes will come in the form of changed spells.- 4 skill points per level
- Other than from Advanced learning, the sorcerer uses the new generalist Sorcerer/Wizard spell list in the Spells section.

Wizard
[spoiler=progression]
Level   Special
____________________________________
1       Scribe Scroll, Familiar
2       Advanced Learning
3       
4       Bonus Feat
5       
6       Advanced Learning
7       
8       Bonus Feat
9       
10      Advanced Learning
11     
12      Bonus Feat
13     
14      Advanced Learning
15     
16      Bonus Feat
17     
18      Advanced Learning
19     
20      Bonus Feat
Familiar: Per PHB

Scribe Scroll/Bonus Feat: Per PHB.

Advanced Learning: Pick a spell off of a printed Sorcerer/Wizard list (not the new generalist list).  This spell is added to their spell book.  Note that a specialist wizard cannot pick a spell of a prohibited school.[/spoiler]
- Most other changes will come in the form of changed spells.
- Other than from Advanced learning, the wizard uses the new generalist Sorcerer/Wizard spell list in the Spells section.
- A specialist wizard uses the original Sorcerer/Wizard list when selecting spells for his school of specialization.  The new generalist list is used for all other non-prohibited schools.

« Last Edit: January 22, 2009, 02:51:07 PM by RobbyPants »
My balancing 3.5 compendium
Elemental mage test game

Quotes
[spoiler]
Quote from: Cafiend
It is a shame stupidity isn't painful.
Quote from: StormKnight
Totally true.  Historians believe that most past civilizations would have endured for centuries longer if they had successfully determined Batman's alignment.
Quote from: Grand Theft Otto
Why are so many posts on the board the equivalent of " Dear Dr. Crotch, I keep punching myself in the crotch, and my groin hurts... what should I do? How can I make my groin stop hurting?"
Quote from: CryoSilver
I suggest carving "Don't be a dick" into him with a knife.  A dull, rusty knife.  A dull, rusty, bent, flaming knife.
Quote from: Seerow
Fluffy: It's over Steve! I've got the high ground!
Steve: You underestimate my power!
Fluffy: Don't try it, Steve!
Steve: *charges*
Fluffy: *three critical strikes*
Steve: ****
Quote from: claypigeons
I don't even stat out commoners. Commoner = corpse that just isn't a zombie. Yet.
Quote from: CryoSilver
When I think "Old Testament Boots of Peace" I think of a paladin curb-stomping an orc and screaming "Your death brings peace to this land!"
Quote from: Orville_Oaksong
Buy a small country. Or Pelor. Both are good investments.
[/spoiler]

RobbyPants

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Re: D&D Core Classes [Rebalancing 3.5]
« Reply #2 on: September 10, 2008, 05:23:38 PM »
Alternate Class Features

Druid - Beastmaster

Lose:
-Shapeshifting

Gain:
-Animal Companion (per the PHB)


Fighter - Swashbuckler

Lose:
-Medium and heavy armor proficiencies.
-Light, heavy, and tower shielf proficiencies (but retain buckler proficiency).
-Battlefield Recon at level 5
-True Grit at level 9

Move:
-Art of War is moved from level 3 to level 5.  The bonus begins as +1 at 5th level, and increases every three levels (+2 at 8th, +3 at 11th... +6 at 20th)

Gain:
-Canny Defense at level 1.  The fighter adds his Intelligence mod to AC, to a maximum of his fighter level.  This bonus only applies if wearing light or no armor, wearing a buckler or no shield, and carrying a light load.  If the fighter his denied his Dexterity bonus to AC, he does not apply this bonus.
-Insightful Strike at level 3.  The fighter can add his Int mod to damage on any melee weapon with which he could use the Weapon Finesse feat.
-Tuck and Roll at level 9: The fighter can add his Dexterity mod to any Fotitude or Reflex save that he makes.

So, the progression would look like this:
[spoiler]
1   Bonus Feat, Weapon Aptitude, Canny Defense
2   Bonus Feat
3   Insightful Strike
4   Bonus Feat   
5   Art of War, Surprise Lunge   
6   Bonus Feat
7   Shake it Off, Foil   
8   Bonus Feat
9   Tuck and Roll   
10  Bonus Feat
11  Array of Stunts
12  Bonus Feat
13  Improved Shake it Off
14  Bonus Feat
15  Improved Foil   
16  Bonus Feat
17  Improved Array of Stunts
18  Bonus Feat
19  Greater Shake it Off
20  Bonus Feat, Supreme Reach
[/spoiler]

Note: As written, Daring Outlaw is no longer needed.  Unless the feat is rewritten, it should not be allowed with this version of the swashbuckler.
« Last Edit: January 22, 2009, 02:54:14 PM by RobbyPants »
My balancing 3.5 compendium
Elemental mage test game

Quotes
[spoiler]
Quote from: Cafiend
It is a shame stupidity isn't painful.
Quote from: StormKnight
Totally true.  Historians believe that most past civilizations would have endured for centuries longer if they had successfully determined Batman's alignment.
Quote from: Grand Theft Otto
Why are so many posts on the board the equivalent of " Dear Dr. Crotch, I keep punching myself in the crotch, and my groin hurts... what should I do? How can I make my groin stop hurting?"
Quote from: CryoSilver
I suggest carving "Don't be a dick" into him with a knife.  A dull, rusty knife.  A dull, rusty, bent, flaming knife.
Quote from: Seerow
Fluffy: It's over Steve! I've got the high ground!
Steve: You underestimate my power!
Fluffy: Don't try it, Steve!
Steve: *charges*
Fluffy: *three critical strikes*
Steve: ****
Quote from: claypigeons
I don't even stat out commoners. Commoner = corpse that just isn't a zombie. Yet.
Quote from: CryoSilver
When I think "Old Testament Boots of Peace" I think of a paladin curb-stomping an orc and screaming "Your death brings peace to this land!"
Quote from: Orville_Oaksong
Buy a small country. Or Pelor. Both are good investments.
[/spoiler]

RobbyPants

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Re: D&D Core Classes [Rebalancing 3.5]
« Reply #3 on: September 10, 2008, 05:23:46 PM »
* Reserved *
My balancing 3.5 compendium
Elemental mage test game

Quotes
[spoiler]
Quote from: Cafiend
It is a shame stupidity isn't painful.
Quote from: StormKnight
Totally true.  Historians believe that most past civilizations would have endured for centuries longer if they had successfully determined Batman's alignment.
Quote from: Grand Theft Otto
Why are so many posts on the board the equivalent of " Dear Dr. Crotch, I keep punching myself in the crotch, and my groin hurts... what should I do? How can I make my groin stop hurting?"
Quote from: CryoSilver
I suggest carving "Don't be a dick" into him with a knife.  A dull, rusty knife.  A dull, rusty, bent, flaming knife.
Quote from: Seerow
Fluffy: It's over Steve! I've got the high ground!
Steve: You underestimate my power!
Fluffy: Don't try it, Steve!
Steve: *charges*
Fluffy: *three critical strikes*
Steve: ****
Quote from: claypigeons
I don't even stat out commoners. Commoner = corpse that just isn't a zombie. Yet.
Quote from: CryoSilver
When I think "Old Testament Boots of Peace" I think of a paladin curb-stomping an orc and screaming "Your death brings peace to this land!"
Quote from: Orville_Oaksong
Buy a small country. Or Pelor. Both are good investments.
[/spoiler]

RobbyPants

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  • Posts: 7139
Re: D&D Core Classes [Rebalancing 3.5]
« Reply #4 on: September 10, 2008, 05:24:01 PM »
* Reserved Q & A *
My balancing 3.5 compendium
Elemental mage test game

Quotes
[spoiler]
Quote from: Cafiend
It is a shame stupidity isn't painful.
Quote from: StormKnight
Totally true.  Historians believe that most past civilizations would have endured for centuries longer if they had successfully determined Batman's alignment.
Quote from: Grand Theft Otto
Why are so many posts on the board the equivalent of " Dear Dr. Crotch, I keep punching myself in the crotch, and my groin hurts... what should I do? How can I make my groin stop hurting?"
Quote from: CryoSilver
I suggest carving "Don't be a dick" into him with a knife.  A dull, rusty knife.  A dull, rusty, bent, flaming knife.
Quote from: Seerow
Fluffy: It's over Steve! I've got the high ground!
Steve: You underestimate my power!
Fluffy: Don't try it, Steve!
Steve: *charges*
Fluffy: *three critical strikes*
Steve: ****
Quote from: claypigeons
I don't even stat out commoners. Commoner = corpse that just isn't a zombie. Yet.
Quote from: CryoSilver
When I think "Old Testament Boots of Peace" I think of a paladin curb-stomping an orc and screaming "Your death brings peace to this land!"
Quote from: Orville_Oaksong
Buy a small country. Or Pelor. Both are good investments.
[/spoiler]

Midnight_v

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Re: D&D Core Classes [Rebalancing 3.5]
« Reply #5 on: September 10, 2008, 07:53:52 PM »
In first. I strongly vote for OWA's Paladin. There was a lot of testing from various sources to prove its balanced with the Crusader I think it is. It should also serve as a template for Hexblade/blackgaurd I think but for now I just want to second that Idea.
M_v

Fighter fixes to come.
\\\"Disentegrate.\\\" \\\"Gust of wind.\\\" \\\"Now Can we PLEASE resume saving the world?\\\"

Elennsar

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Re: D&D Core Classes [Rebalancing 3.5]
« Reply #6 on: September 10, 2008, 07:56:37 PM »
As a big paladin fan, I like that fix, but there are things I'd like to tweak about it. Giving paladins Good Will saves, for one. The idea that paladins fail will saves slightly more often than say Clerics rubs me the wrong way.

But that'd have to be dealt with as a balance issue, too. So for now, thirded.
Faith can move mountains. It still can't deflect bullets.



"Communication with humans." is a cross-class skill for me. Please bear this in mind.

RobbyPants

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Re: D&D Core Classes [Rebalancing 3.5]
« Reply #7 on: September 10, 2008, 08:03:22 PM »
In first. I strongly vote for OWA's Paladin. There was a lot of testing from various sources to prove its balanced with the Crusader I think it is. It should also serve as a template for Hexblade/blackgaurd I think but for now I just want to second that Idea.
Yeah, I also like the idea of OW4's paladin as a chasis for a blackguard.  I PMed OW4 back and forth a few times back on the WotC boards about a blackguard base class, but we never came to agreement on some issues.  He never (as far as I know) ever ended up posting anything on it.

I never thought of the idea of combining hexblade and blackguard into one class before.  It could work.


Fighter fixes to come.
I had one posted on the original thread that I sort of liked.  I liked parts of many I've seen.  At this point, I'd like to keep the fighter non-ToB, just to keep him different from the warblade.  I'll hopefully have a prelminary fighter posted soon.
My balancing 3.5 compendium
Elemental mage test game

Quotes
[spoiler]
Quote from: Cafiend
It is a shame stupidity isn't painful.
Quote from: StormKnight
Totally true.  Historians believe that most past civilizations would have endured for centuries longer if they had successfully determined Batman's alignment.
Quote from: Grand Theft Otto
Why are so many posts on the board the equivalent of " Dear Dr. Crotch, I keep punching myself in the crotch, and my groin hurts... what should I do? How can I make my groin stop hurting?"
Quote from: CryoSilver
I suggest carving "Don't be a dick" into him with a knife.  A dull, rusty knife.  A dull, rusty, bent, flaming knife.
Quote from: Seerow
Fluffy: It's over Steve! I've got the high ground!
Steve: You underestimate my power!
Fluffy: Don't try it, Steve!
Steve: *charges*
Fluffy: *three critical strikes*
Steve: ****
Quote from: claypigeons
I don't even stat out commoners. Commoner = corpse that just isn't a zombie. Yet.
Quote from: CryoSilver
When I think "Old Testament Boots of Peace" I think of a paladin curb-stomping an orc and screaming "Your death brings peace to this land!"
Quote from: Orville_Oaksong
Buy a small country. Or Pelor. Both are good investments.
[/spoiler]

Midnight_v

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Re: D&D Core Classes [Rebalancing 3.5]
« Reply #8 on: September 10, 2008, 09:16:01 PM »
Quote
I never thought of the idea of combining hexblade and blackguard into one class before.  It could work
:lol Thats not what I meant actually but you're right it could indeed work.

I don't want a tob fighter fix either. In fact I was the one totally against replacing fighter with warblade.
I wanted something like the Zhentarim fighter.
Though I thought the other ideas were better. My build was  squireelords build from paizo, thats the fighter I want I think. I posted it along with the manuever fighter, but everyone focused on the manuever one.
I'll try to dig it up, my friend.
\\\"Disentegrate.\\\" \\\"Gust of wind.\\\" \\\"Now Can we PLEASE resume saving the world?\\\"

Midnight_v

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Re: D&D Core Classes [Rebalancing 3.5]
« Reply #9 on: September 10, 2008, 09:25:20 PM »
SquirrelLord's Fighter
Design Statement
The fighter should be a tactical battlefield commander who can control the flow of combat. Unlike the barbarian, he excels through skill and tactics, not just by repeatedly hitting it with a big weapon. And while he's capable of dealing some punishing blows, his bigger contribution to the party is controlling when and where a monster strikes.
Notes:
Abilities which aren't described below are exactly as described in 3.P.0.3.
Some inspiration was gained from the Races of War fighter by K and Frank Trollman. However, the world is apparently unready for that, and what inspiration was gained has been toned down quite a bit. But credit where credit is due, and those familiar with Races of War will surely recognize the source of some abilities.
This is a draft and isn't yet playtested extensively.
The Fighter
 "I've seen this type of Xornling rush before, its a distraction, and the real threat will come from the skies"
1 Bonus Feat
2 Bonus Feat, Bravery(taken from paizo)
3 Surprise Lunge, Armor Training
4 Bonus Feat
5 Expert Defender, Weapon Training
6 Bonus Feat
7 Parry, Armor Training
8 Bonus Feat
9 Rapid Reactions, Weapon Training
10 Bonus Feat
11 Tactical Genius, Armor Training
12 Bonus Feat
13 Perfect Moment, Weapon Training
14 Bonus Feat
15 Ranged Parry, Armor Training
16 Bonus Feat
17 Stunning Combo, Weapon Training
18 Bonus Feat
19 Armor Mastery
20 Bonus Feat, Weapon Mastery
Skills: 6+int mod/level. Add Knowledge(Dungeoneering), Knowledge(Geography), Knowledge(Nobility and Royalty), Perception, Acrobatics, and Diplomacy
Surprise Lunge  :clap(ex): As an immediate action the Fighter may treat his threatened area as 5' farther than usual, and any interrupted action which would then trigger an attack of opportunity does so. The fighter moves 5' such that the creature now triggering this AoO would be within his normal threat range, and then resolves the attack of opportunity. His threatened area then returns to normal.
Expert Defender (ex): All squares the fighter threatens are treated as difficult terrain by enemy creatures.
Parry (ex): As an immediate action a fighter may make an attack against any creature he threatens in response to an action they are about to take. If he deals damage with this attack that action is thwarted and lost.
Rapid Reactions (ex): Whenever the fighter gets an attack of opportunity he may also take a 5' step either before or after making the AoO.
Tactical Genius (ex): The fighter receives an extra immediate action each turn.
Perfect Moment (ex): The fighter can take a full round action as a readied action.
Ranged Parry (ex): The fighter may Parry against any creature within 30' so long as he has a ranged weapon in or immediately at hand (drawing a thrown weapon from a belt is ok, stringing your bow is not). In all other respects this ability works exactly like Parry. The creature must be within range when it starts the action - entering range after the action is started doesn't allow the use of this ability.
Stunning Combo (ex): Whenever the fighter successfully deals damage with an attack of opportunity he may also immediately perform a combat maneuver of his choice against the same opponent. The Fighter gains a +4 bonus on this maneuver due to surprise.
Armor Mastery (ex): as 3.P.0.3 except the fighter gains DR 10/-
Weapon Mastery (ex): When wielding a weapon that belongs to a group with which he has weapon training the fighter may take a full-round action as a standard action. In return he loses the benefit of Tactical Genius until the start of his next turn
\\\"Disentegrate.\\\" \\\"Gust of wind.\\\" \\\"Now Can we PLEASE resume saving the world?\\\"

Risada

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Re: D&D Core Classes [Rebalancing 3.5]
« Reply #10 on: September 10, 2008, 10:03:17 PM »
Question about SquirrelLord's Fighter:

-Parry: does the attack use your highest bonus?
-Where is Weapon Training? It's on the table but it's not in the text...
-What does 3.P.0.3 stands for?

And I would like to make some suggestions for the Monk:

- give it full BAB
- Power of the Mind (Ex):at 5th level, the monk learns to channel his willpower through his body, increasing his fighting capabilities. Once per encounter as a move action, the monk can make a Concentration check (DC 15 + monk's class levels) to gain an enhancement bonus to his unarmed attacks equal to his AC bonus (so a 5th level Monk would have a +1 enhancement bonus on his attack and damage rolls with unarmed attacks). At the start of each subsequent round as a free action, a monk may make another Concentration check at the same DC to maintain the effect.
--

My wording might be off, but I guess you guys get the idea...

Elennsar

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Re: D&D Core Classes [Rebalancing 3.5]
« Reply #11 on: September 10, 2008, 10:09:26 PM »
That DC seems high. I like the idea, though. As to full BAB...

Honestly, I don't like the idea of monks completely with "regular" warriors. If fighting unarmored and unarmed was completely viable, no one would invest in weapons and armor.

I don't want to have the monk be too weak, I just don't want it to be something where its combat capacity makes one wonder why anyone uses swords and armor.
Faith can move mountains. It still can't deflect bullets.



"Communication with humans." is a cross-class skill for me. Please bear this in mind.

Psychic Robot

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Re: D&D Core Classes [Rebalancing 3.5]
« Reply #12 on: September 10, 2008, 10:12:20 PM »
Couldn't most of the monk class get merged into Improved Unarmed Strike?

RabidPirateMan

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Re: D&D Core Classes [Rebalancing 3.5]
« Reply #13 on: September 10, 2008, 10:15:34 PM »
I posted a fighter fix in the old thread... but as I am away from my computer, I can't post it :D  I'd appreciate someone reposting it.

I'm also glad were doing the thorough fix instead of the swapping in Swordsage.

Risada

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Re: D&D Core Classes [Rebalancing 3.5]
« Reply #14 on: September 10, 2008, 10:18:26 PM »
That DC seems high. I like the idea, though.
Well.... if it's 10 + monk levels it might be too weak?

As to full BAB...
Honestly, I don't like the idea of monks completely with "regular" warriors. If fighting unarmored and unarmed was completely viable, no one would invest in weapons and armor.

I don't want to have the monk be too weak, I just don't want it to be something where its combat capacity makes one wonder why anyone uses swords and armor.
I don't know about that, since I picture the monk as "fists as deadlier as a blade"...


Couldn't most of the monk class get merged into Improved Unarmed Strike?

I don't like this, because then everyone with the feat would be a monk wannabe....
Tweaking IUS? Sure, but not to the point where the Monk class is reduced to a single feat...

DaveoftheRave

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Re: D&D Core Classes [Rebalancing 3.5]
« Reply #15 on: September 10, 2008, 10:59:55 PM »
I'd like to see the fighter remain simple in layout.

I think 3 more feats, +3 to will and reflex over time and a better skill list.

RobbyPants

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Re: D&D Core Classes [Rebalancing 3.5]
« Reply #16 on: September 10, 2008, 11:02:31 PM »
I'd like to see the fighter remain simple in layout.

I think 3 more feats, +3 to will and reflex over time and a better skill list.
Earlier I had a version that offered 2 feats every 3 levels, with abilities on the otherwise dead levels.

I've looked at several other fighter re-works posted by earlier, and I'm trying to get something I like.  I might have a new rework posted today.  I'll probably keep the same feat structure the fighter currently has, and add in abilities on the odd-numbered levels.
My balancing 3.5 compendium
Elemental mage test game

Quotes
[spoiler]
Quote from: Cafiend
It is a shame stupidity isn't painful.
Quote from: StormKnight
Totally true.  Historians believe that most past civilizations would have endured for centuries longer if they had successfully determined Batman's alignment.
Quote from: Grand Theft Otto
Why are so many posts on the board the equivalent of " Dear Dr. Crotch, I keep punching myself in the crotch, and my groin hurts... what should I do? How can I make my groin stop hurting?"
Quote from: CryoSilver
I suggest carving "Don't be a dick" into him with a knife.  A dull, rusty knife.  A dull, rusty, bent, flaming knife.
Quote from: Seerow
Fluffy: It's over Steve! I've got the high ground!
Steve: You underestimate my power!
Fluffy: Don't try it, Steve!
Steve: *charges*
Fluffy: *three critical strikes*
Steve: ****
Quote from: claypigeons
I don't even stat out commoners. Commoner = corpse that just isn't a zombie. Yet.
Quote from: CryoSilver
When I think "Old Testament Boots of Peace" I think of a paladin curb-stomping an orc and screaming "Your death brings peace to this land!"
Quote from: Orville_Oaksong
Buy a small country. Or Pelor. Both are good investments.
[/spoiler]

Midnight_v

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  • Posts: 2660
  • Dulce et decorum est pro alea mori.
Re: D&D Core Classes [Rebalancing 3.5]
« Reply #17 on: September 10, 2008, 11:05:41 PM »
Aww fuck.. not the monk. . . not yet. Please.

Anyway 3.p is the paizo games fighter they have a free download available, there's not reason it couldn't be printed here but basically ...
Weapon training: you get a scaling 10 hit or damage bonus (can't rember which) with weapons from your selected groups weapons. Its basically just a scaling weapon focus. Thing is you get to add more groups later. Which is good because it make is reasonable for every one to have a ranged weapon side arm.
The armor focus is basically just the same thing but for armor. It think its a competence bonus, I'm not sure it might be untyped can someone fill in for me?

My favorite thing is that its like K's fighter but more in line with the goal of tier 3. K's was to make everything tier 1 if you think about it, Otto's too.
 So aside from that, what do you think?
You could trade weapon/armor training for The weapon mastery feat chain as well I suppose and armored training could become an slowly increasing armor bouns.

The point: A level 10 fighter is better than a level 10 level other melee class, not because of feats or hp but because he's just better at hitting shit and not getting hit. As that's his entire goal in life.
Along with the whole
  "I'm dedicated to simply kicking peoples ass, not cause they're evil, or because I'm really pissed off, or even that they've offended nature, I'm kicking peoples ass because thats what I'm best at doing, and when you get down to it... eventually it'll need to be done." -the fighter.
\\\"Disentegrate.\\\" \\\"Gust of wind.\\\" \\\"Now Can we PLEASE resume saving the world?\\\"

Midnight_v

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  • Dulce et decorum est pro alea mori.
Re: D&D Core Classes [Rebalancing 3.5]
« Reply #18 on: September 10, 2008, 11:06:52 PM »
I'd like to see the fighter remain simple in layout.

I think 3 more feats, +3 to will and reflex over time and a better skill list.
Earlier I had a version that offered 2 feats every 3 levels, with abilities on the otherwise dead levels.

I've looked at several other fighter re-works posted by earlier, and I'm trying to get something I like.  I might have a new rework posted today.  I'll probably keep the same feat structure the fighter currently has, and add in abilities on the odd-numbered levels.
So you don't like the fighter I posted? What wrong with it, it does just what you suggest?
\\\"Disentegrate.\\\" \\\"Gust of wind.\\\" \\\"Now Can we PLEASE resume saving the world?\\\"

RobbyPants

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Re: D&D Core Classes [Rebalancing 3.5]
« Reply #19 on: September 10, 2008, 11:13:33 PM »
So you don't like the fighter I posted? What wrong with it, it does just what you suggest?
Actually, the only reason I didn't comment on it was because I haven't taken the time to look up the abilities you didn't print.  I wanted to get a better feel for the class as a whole rather than half of it.

Also, there were two mechanics I made on my last fighter post that I wanted to include in at some point: Foil and Tough it Out.  I thought those two added in things that other versions often don't (namely the ability to mess with other's actions and the ability to shed negative status conditions).
My balancing 3.5 compendium
Elemental mage test game

Quotes
[spoiler]
Quote from: Cafiend
It is a shame stupidity isn't painful.
Quote from: StormKnight
Totally true.  Historians believe that most past civilizations would have endured for centuries longer if they had successfully determined Batman's alignment.
Quote from: Grand Theft Otto
Why are so many posts on the board the equivalent of " Dear Dr. Crotch, I keep punching myself in the crotch, and my groin hurts... what should I do? How can I make my groin stop hurting?"
Quote from: CryoSilver
I suggest carving "Don't be a dick" into him with a knife.  A dull, rusty knife.  A dull, rusty, bent, flaming knife.
Quote from: Seerow
Fluffy: It's over Steve! I've got the high ground!
Steve: You underestimate my power!
Fluffy: Don't try it, Steve!
Steve: *charges*
Fluffy: *three critical strikes*
Steve: ****
Quote from: claypigeons
I don't even stat out commoners. Commoner = corpse that just isn't a zombie. Yet.
Quote from: CryoSilver
When I think "Old Testament Boots of Peace" I think of a paladin curb-stomping an orc and screaming "Your death brings peace to this land!"
Quote from: Orville_Oaksong
Buy a small country. Or Pelor. Both are good investments.
[/spoiler]