Author Topic: D&D Core Classes [Rebalancing 3.5]  (Read 250599 times)

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veekie

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Re: D&D Core Classes [Rebalancing 3.5]
« Reply #1460 on: December 30, 2008, 02:02:07 PM »
Heh, we'll see, so far writing up powers for domains is kinda fun, lets see how long before my attention inevitably deviates.

If I can finish the SRD and the Spell Compendium's domains, I'm more than satisfied.
The mind transcends the body.
It's also a little cold because of that.
Please get it a blanket.

I wish I could read your mind,
I can barely read mine.

"Skynet begins to learn at a geometric rate. It becomes self-aware at 2:14 a.m. Eastern time, August 29th. At 2:15, it begins rolling up characters."

[spoiler]
"Just what do you think the moon up in the sky is? Everyone sees that big, round shiny thing and thinks there must be something round up there, right? That's just silly. The truth is much more awesome than that. You can almost never see the real Moon, and its appearance is death to humans. You can only see the Moon when it's reflected in things. And the things it reflects in, like water or glass, can all be broken, right? Since the moon you see in the sky is just being reflected in the heavens, if you tear open the heavens it's easy to break it~"
-Ibuki Suika, on overkill

To sumbolaion diakoneto moi, basilisk ouranionon.
Epigenentheto, apoleia keraune hos timeis pteirei.
Hekatonkatis kai khiliakis astrapsato.
Khiliarkhou Astrape!
[/spoiler]

There is no higher price than 'free'.

"I won't die. I've been ordered not to die."

RobbyPants

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Re: D&D Core Classes [Rebalancing 3.5]
« Reply #1461 on: December 30, 2008, 02:21:54 PM »
I did actually get a long way toward a modified core cleric spell list.  If I can "finish" it, I'll post what I have.  The idea would be to get rid of the need for spells known for the cleric, as the domains would grant a significant portion of the cleric's spell list.
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 #1462 on: December 30, 2008, 04:52:32 PM »
Okay! Long post is long!

Here's the beginnings of a modified cleric list.  The idea is to restrict the base list quite a bit, and have more be set by the domains.  At this point, the lists aren't complete, but I hope you'll get the idea.  Also, the Summon Monster and Summon Nature's Ally lists will need to be expanded a bit to have creatures of different types at each level.  As it stands, several of the spells are useless.

____________________


[spoiler=Cleric]
Cleric

Level 0

Create Water
Cure Minor Wounds
Detect Magic
Detect Poison
Guidance
Inflict Minor Wounds
Light
Mending
Purify Food and Drink
Read Magic
Resistance
Virtue

Level 1

Bane
Bless
Bless Water
Cure Light Wounds
Curse Water
Detect Chaos/Evil/Good/Law
Detect Undead
Inflict Light Wounds
Magic Weapon

Level 2Level 3

Consecrate
Create Food and Water
Cure Moderate Wounds
Desecrate
Hold Person
Inflict Moderate Wounds
Prayer
Remove Paralysis
Restoration, Lesser

Level 4

Bestow Curse
Cure Serious Wounds
Dismissal
Dispel Magic
Inflict Serious Wounds
Magic Weapon, Greater
Planar Ally, Lesser
Remove Blindness/Deafness
Remove Curse
Remove Disease
Tongues

Level 5

Atonement
Commune
Cure Critical Wounds
Death Ward
Inflict Critical Wounds
Restoration

Level 6Level 7

Cure Moderate Wounds, Mass
Dispel Magic, Greater
Harm
Heal
Inflict Moderate Wounds, Mass

Level 8

Cure Serious Wounds, Mass
Destruction
Inflict Serious Wounds, Mass
Planar Ally, Greater
Regenerate
Restoration, Greater
Resurrection

Level 9

Cure Critical Wounds, Mass
Inflict Critical Wounds, Mass
Miracle
Soul Bind
Storm of Vengeance
[/spoiler]

[spoiler=Air]                                    
Air

Level 1

Feather Fall
Obscuring Mist
Summon Monster I (Air subtype only)
Ventriloquism

Level 2

Fog Cloud
Gust of Wind
Summon Monster II (Air subtype only)
Wind Wall

Level 3

Call Lightning
Gaseous Form
Summon Monster III (Air subtype only)
Water Breathing

Level 4

Air Walk
Fly
Solid Fog
Summon Monster IV (Air subtype only)

Level 5

Call Lightning Storm
Cloudkill
Control Winds
Summon Monster V (Air subtype only)

Level 6

Chain Lightning
Overland Flight
Summon Monster VI (Air subtype only)
Wind Walk

Level 7

Control Weather
Summon Monster VII (Air subtype only)
???
???

Level 8

Reverse Gravity
Summon Monster VIII (Air subtype only)
Whirlwind
???

Level 9

Elemental Swarm (Air subtype only)
Summon Monster IX (Air subtype only)
???
???
[/spoiler]

[spoiler=Animal]
Animal

Level 1Level 2Level 3Level 4Level 5Level 6Level 7Level 8Level 9

Shapechange (Animals only)
Summon Monster IX (Animals only)
???
???
[/spoiler]

[spoiler=Chaos]
Chaos

Level 1

Cause Fear
Color Spray
Protection from Law
Summon Monster I (Chaotic subtype only)

Level 2Level 3

Displacement
Magic Circle Law
Rage
Summon Monster III (Chaotic subtype only)

Level 4

Chaos Hammer
Confusion
Fear
Summon Monster IV (Chaotic subtype only)

Level 5

Baleful Polymorph
Dispel Law
Mind Fog
Summon Monster V (Chaotic subtype only)

Level 6

Animate Objects
Forbiddance
Summon Monster VI (Chaotic subtype only)
Symbol of Fear

Level 7

Insanity
Reverse Gravity
Summon Monster VII (Chaotic subtype only)
Word of Chaos

Level 8

Cloak of Chaos
Irresistible Dance
Summon Monster VIII (Chaotic subtype only)
Symbol of Insanity

Level 9

Maze
Moment of Prescience
Scintillating Pattern
Summon Monster IX (Chaotic subtype only)
[/spoiler]

[spoiler=Death]
Death

Level 1

Cause Fear
Deathwatch
Doom
Hide from Undead

Level 2

Command Undead
Death Knell
Gentle Repose
Ghoul Touch

Level 3

Animate Dead
Contagion
Speak with Dead
Vampiric Touch

Level 4

Death Ward
Enervation
Fear
Phantasmal Killer

Level 5

Cloudkill
Slay Living
Symbol of Pain
Waves of Fatigue

Level 6

Circle of Death
Create Undead
Symbol of Fear
Undeath to Death

Level 7

Destruction
Finger of Death
Symbol of Weakness
Waves of Exhaustion

Level 8

Create Greater Undead
Horrid Wilting
Symbol of Death
???

Level 9

Energy Drain
Soul Bind
Wail of the Banshee
Weird
[/spoiler]

[spoiler=Destruction]
Destruction

Level 1

Burning Hands
Enlarge Person
???
???

Level 2Level 3

Blindness/Deafness
Contagion
Explosive Runes
Inflict Serious Wounds

Level 4

Enlarge Person, Mass
Ice Storm
Inflict Critical Wounds
Shout

Level 5

Disrupting Weapon
Inflict Light Wounds, Mass
Insect Plague
Slay Living

Level 6Level 7

Delayed Blast Fireball
Destruction
Disintegrate
Inflict Serious Wounds, Mass

Level 8

Earthquake
Incendiary Cloud
Inflict Critical Wounds, Mass
Shout, Greater

Level 9Earth

Level 1

Magic Stone
Summon Monster I (Earth subtype only)
???
???

Level 2Level 3

Meld into Stone
Stone Shape
Summon Monster III (Earth subtype only)
???

Level 4

Rusting Grasp
Spike Stones
Stoneskin
Summon Monster IV (Earth subtype only)

Level 5
Summon Monster V (Earth subtype only)
Transmute Mud to Rock: Transforms two 10-ft. cubes per level.
Transmute Rock to Mud
Wall of Stone

Level 6Level 7

Earthquake
Statue
Stone Tell
Summon Monster VII (Earth subtype only)

Level 8

Iron Body
Polymorph Any Object (into stone only)
Repel Metal or Stone
Summon Monster VIII (Earth subtype only)

Level 9

Elemental Swarm (Earth subtype only)
Meteor Swarm
Summon Monster IX (Earth subtype only)
???
[/spoiler]

[spoiler=Evil]
Evil

Level 1

Cause Fear
Doom
Protection from Good
Summon Monster I (Evil subtype only)

Level 2

Align Weapon
Desecrate
Scare
Summon Monster II (Evil subtype only)

Level 3

Bestow Curse
Magic Circle against Good
Summon Monster III (Evil subtype only)
???

Level 4

Crushing Despair
Fear
Summon Monster IV (Evil subtype only)
Unholy Blight

Level 5

Dispel Good
Summon Monster V (Evil subtype only)
Symbol of Pain
Unhallow

Level 6

Create Undead
Forbiddance
Summon Monster VI (Evil subtype only)
Symbol of Fear


Level 7

Blasphemy
Circle of Death
Summon Monster VII (Evil subtype only)
Symbol of Weakness

Level 8

Create Greater Undead
Summon Monster VIII (Evil subtype only)
Symbol of Death
Unholy Aura

Level 9

Energy Drain
Summon Monster IX (Evil subtype only)
Wail of the Banshee
???
[/spoiler]

[spoiler=Fire]
Fire

Level 1

Burning Hands
Endure Elements
Produce Flame
Summon Monster I (Fire subtype only)

Level 2

Fire Trap
Flame Blade
Scorching Ray
Summon Monster II (Fire subtype only)

Level 3

Fireball
Flame Arrow
Resist Energy
Summon Monster III (Fire subtype only)

Level 4

Fire Shield
Flame Strike
Summon Monster IV (Fire subtype only)
Wall of Fire

Level 5

Summon Monster V (Fire subtype only)
???
???
???

Level 6

Fire Seeds
Summon Monster VI (Fire subtype only)
???
???

Level 7

Delayed Blast Fireball
Fire Storm
Summon Monster VII (Fire subtype only)
???

Level 8

Incendiary Cloud
Summon Monster VIII (Fire subtype only)
???
???

Level 9

Elemental Swarm (Fire subtype only)
Meteor Swarm
Summon Monster IX (Fire subtype only)
???
[/spoiler]

[spoiler=Good]
Good

Level 1

Protection from Evil
Summon Monster I (Good subtype only)
???
???

Level 2

Align Weapon
Calm Emotions
Consecrate
Summon Monster II (Good subtype only)

Level 3

Magic Circle against Evil
Remove Curse
Summon Monster III (Good subtype only)
???

Level 4

Death Ward
Summon Monster IV (Good subtype only)
???
???
Level 5

Dispel Evil
Disrupting Weapon
Hallow
Summon Monster V (Good subtype only)

Level 6

Forbiddance
Summon Monster VI (Good subtype only)
Undeath to Death
???

Level 7

Holy Word
Summon Monster VII (Good subtype only)
???
???

Level 8

Holy Aura
Summon Monster VIII (Good subtype only)
???
???

Level 9

Summon Monster IX (Good subtype only)
???
???
???
[/spoiler]

[spoiler=Healing]
Healing

Level 1

Deathwatch
Remove Fear
???
???
Level 2

Cure Moderate Wounds
Delay Poison
Remove Paralysis
Restoration, Lesser

Level 3

Cure Serious Wounds
Remove Blindness/Deafness
Remove Curse
Remove Disease

Level 4

Cure Critical Wounds
Neutralize Poison
Restoration
???

Level 5

Cure Light Wounds, Mass
Raise Dead
???
???

Level 6Level 7

Cure Serious Wounds, Mass
Regenerate
Restoration, Greater
Resurrection

Level 8

Cure Critical Wounds, Mass
???
???
???

Level 9

Heal, Mass
True Resurrection
???
???
[/spoiler]

[spoiler=Knowledge]
Knowledge

Level 1

Comprehend Languages
Detect Secret Doors
???
???

Level 2

Augury
Find Traps
Status
Zone of Truth

Level 3

Clairaudience/Clairvoyance
Invisibility Purge
Locate Object
Speak with Dead

Level 4

Discern Lies
Divination
???
???

Level 5

Scrying
True Seeing
???
???

Level 6

Find the Path
???
???
???

Level 7

Legend Lore
Scrying, Greater
???
???

Level 8

Discern Location
???
???
???

Level 9

Foresight
???
???
???
[/spoiler]

[spoiler=Law]
Law

Level 1

Command
Protection from Chaos
Summon Monster I (Lawful subtype only)
???

Level 2

Align Weapon
Hold Person
Summon Monster II (Lawful subtype only)
Zone of Truth

Level 3

Magic Circle against Chaos
Summon Monster III (Lawful subtype only)
???
???

Level 4Level 5

Command, Greater
Dispel Chaos
Mark of Justice
Summon Monster V (Lawful subtype only)

Level 6

Forbiddance
Hold Monster
Summon Monster VI (Lawful subtype only)
Symbol of Persuasion

Level 7

Dictum
Summon Monster VII (Lawful subtype only)
Symbol of Stunning
???

Level 8

Shield of Law
Summon Monster VIII (Lawful subtype only)
???
???

Level 9

Summon Monster IX (Lawful subtype only)
???
???
???
[/spoiler]

[spoiler=Luck]
Luck

Level 1

Entropic Shield
True Strike
???
???

Level 2

Aid
Mirror Image
???
???

Level 3

Protection from Energy
???
???
???

Level 4

Freedom of Movement
???
???
???

Level 5

Break Enchantment
???
???
???

Level 6

Mislead
???
???
???

Level 7

Spell Turning
???
???
???

Level 8

Moment of Prescience
???
???
???

Level 9

???
???
???
???
[/spoiler]

[spoiler=Magic]
Magic   

Level 1

Erase
Identify
Magic Aura
Magic Missile

Level 2

See Invisibility
???
???
???

Level 3

Arcane Sight
Dispel Magic
Magic Weapon, Greater
Shrink Item

Level 4

Globe of Invulnerability, Lesser
Imbue with Spell Ability
Sending
Spell Immunity

Level 5

Break Enchantment
Scrying
Spell Resistance
True Seeing

Level 6

Animate Objects
Antimagic Field
Dispel Magic, Greater
Globe of Invulnerability

Level 7

Arcane Sight, Greater
Contingency
Scrying, Greater
Spell Turning

Level 8

Protection from Spells
Spell Immunity, Greater
Temporal Stasis
Trap the Soul

Level 9Plant

Level 1Level 2Level 3Level 4Level 5Level 6Level 7Level 8Level 9

Shambler
Summon Monster IX (Plants only)
???
???
[/spoiler]

[spoiler=Protection]
Protection

Level 1

Entropic Shield
Protection from Chaos/Evil/Good/Law
Sanctuary
Shield of Faith

Level 2

Resist Energy
Shield Other
???
???

Level 3

Glyph of Warding
Magic Circle against Chaos/Evil/Good/Law
Magic Vestment
Protection from Energy

Level 4

Death Ward
Spell Immunity
Stoneskin
???

Level 5

Break Enchantment
Spell Resistance
???
???

Level 6

Antimagic Field
Glyph of Warding, Greater
???
???

Level 7

Refuge
Repulsion
???
???

Level 8

Dimensional Lock
Mind Blank
Spell Immunity, Greater
???

Level 9

Prismatic Sphere
???
???
???
[/spoiler]

[spoiler=Strength]
Strength

Level 1

Enlarge Person
???
???
???

Level 2Level 3

Magic Vestment
???
???
???

Level 4

Divine Power
Spell Immunity
???
???

Level 5

Righteous Might
Stoneskin
???
???

Level 6Level 7Level 8Level 9Sun

Level 1

Endure Elements
Faerie Fire
???
???

Level 2

Heat Metal
???
???
???

Level 3

Continual Flame
Daylight
Searing Light
???

Level 4

Fire Shield
Flame Strike
???
???

Level 5

???
???
???
???

Level 6

Fire Seeds
???
???
???


Level 7

Sunbeam
???
???
???

Level 8

Sunburst
???
???
???
Level 9

Prismatic Sphere
???
???
???
[/spoiler]

[spoiler=Travel]
Travel

Level 1

Expeditious Retreat
Longstrider
???
???

Level 2

Locate Object
Spider Climb
???
???

Level 3

Fly
Helping Hand
???
???

Level 4

Dimensional Anchor
Dimension Door
Freedom of Movement
Sending

Level 5

Overland Flight
Plane Shift
Teleport
???

Level 6

Find the Path
Word of Recall
???
???

Level 7

Ethereal Jaunt
Refuge
Teleport, Greater
???

Level 8

Dimensional Lock
Discern Location
Phase Door
???

Level 9

Astral Projection
Etherealness
Gate
Teleportation Circle
[/spoiler]

[spoiler=Trickery]
Trickery

Level 1

Disguise Self
Hide from Undead
Obscuring Mist
Silent Image

Level 2

Darkness
Invisibility
Silence
Undetectable Alignment

Level 3

Blindness/Deafness
Deeper Darkness
Nondetection
Obscure Object

Level 4

Confusion
Dimensional Anchor
Freedom of Movement
Illusory Wall

Level 5

False Vision
Persistent Image
Symbol of Sleep
True Seeing

Level 6

Animate Objects
Mislead
Symbol of Fear
Word of Recall

Level 7

Ethereal Jaunt
Project Image
Screen
Symbol of Weakness

Level 8

Polymorph Any Object
Scintillating Pattern
Screen
Symbol of Insanity

Level 9

Time Stop
???
???
???
[/spoiler]

[spoiler=War]
War

Level 1

Divine Favor
Entropic Shield
Magic Stone
Shield of Faith

Level 2

Align Weapon
Spiritual Weapon
???
???

Level 3

Magic Vestment
Magic Weapon, Greater
???
???

Level 4

Divine Power
???
???
???

Level 5

Flame Strike
Righteous Might
???
???

Level 6

Blade Barrier
???
???
???


Level 7

Power Word Blind
???
???
???

Level 8

Power Word Stun
???
???
???

Level 9

Power Word Kill
???
???
???
[/spoiler]

[spoiler=Water]
Water   

Level 1

Endure Elements
Obscuring Mist
Summon Monster I (Water subtype only)
???

Level 2

Fog Cloud
Summon Monster II (Water subtype only)
???
???

Level 3

Quench
Summon Monster III (Water subtype only)
Water Breathing
Water Walk

Level 4

Control Water
Rusting Grasp
Summon Monster IV (Water subtype only)
Wall of Ice

Level 5

Cloudkill
Cone of Cold
Ice Storm
Summon Monster V (Water subtype only)

Level 6

Acid Fog
Freezing Sphere
Summon Monster VI (Water subtype only)
???

Level 7

Control Weather
Summon Monster VII (Water subtype only)
???
???

Level 8

Horrid Wilting
Polar Ray
Summon Monster VIII (Water subtype only)
Whirlwind

Level 9

Elemental Swarm (Water subtype only)
Prismatic Sphere
Summon Monster IX (Water subtype only)
???
[/spoiler]
« Last Edit: December 31, 2008, 11:16:39 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

  • Organ Grinder
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  • Posts: 7139
Re: D&D Core Classes [Rebalancing 3.5]
« Reply #1463 on: December 31, 2008, 11:20:40 AM »
When I get some time, I want to include some other books, such as the Spell Compendium.  I think this will make it easier to flesh out the list.

I'm not sure how many spells I want to add per level per domain.  Right now I've arbitrarily chosen four.  I could probably add more with more books.  Maybe they don't all need to be equal.  If the domain's granted power is good enough, maybe it wouldn't have as many spells.

Also, if we go this route, how do we want to handle domain slots?  Personally, I was thinking of just having any given cleric's spell list be the cleric list plus each of their domain sub lists.  The cleric could prepare spells from their list freely.  What, then, do we do with the domain slot?  Is it for domain spells only?  Do we drop it?  Does it just get added to their spells per day (giving them spells per day like an archivist)?
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]

veekie

  • Organ Grinder
  • *****
  • Posts: 9034
  • WARNING: Homing Miko
Re: D&D Core Classes [Rebalancing 3.5]
« Reply #1464 on: December 31, 2008, 03:47:14 PM »
Well, in my setup, I just ditched the domain slots in exchange for simply letting them add domain spells to their spells known list, spells they otherwise wouldn't have at all or had at higher levels. This increases the uniqueness of each individual cleric, even if they had the same domains. I could see a case for clerics automatically knowing all the spells on the cleric list, but that'd result in a very large number of spells never getting used, or we're back to the original position of the cleric having every spell he'd possibly want available. Overall, my vote goes with spells known list, purchased from the combined cleric+domain list, with dropping the domain slot in favor for neater domain powers.

.However, I also bummed the prepared casting, partly because with limited spells known, spontaneous casting let the cleric handle his role better.
The mind transcends the body.
It's also a little cold because of that.
Please get it a blanket.

I wish I could read your mind,
I can barely read mine.

"Skynet begins to learn at a geometric rate. It becomes self-aware at 2:14 a.m. Eastern time, August 29th. At 2:15, it begins rolling up characters."

[spoiler]
"Just what do you think the moon up in the sky is? Everyone sees that big, round shiny thing and thinks there must be something round up there, right? That's just silly. The truth is much more awesome than that. You can almost never see the real Moon, and its appearance is death to humans. You can only see the Moon when it's reflected in things. And the things it reflects in, like water or glass, can all be broken, right? Since the moon you see in the sky is just being reflected in the heavens, if you tear open the heavens it's easy to break it~"
-Ibuki Suika, on overkill

To sumbolaion diakoneto moi, basilisk ouranionon.
Epigenentheto, apoleia keraune hos timeis pteirei.
Hekatonkatis kai khiliakis astrapsato.
Khiliarkhou Astrape!
[/spoiler]

There is no higher price than 'free'.

"I won't die. I've been ordered not to die."

Soda

  • Bi-Curious George
  • ****
  • Posts: 484
Re: D&D Core Classes [Rebalancing 3.5]
« Reply #1465 on: January 12, 2009, 01:46:59 PM »
I built some clerics as spontaneous casters with expanded domains and a few extra spells known. I like it. I'm thinking about sorcerers getting a domain or two even.

RobbyPants

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Re: D&D Core Classes [Rebalancing 3.5]
« Reply #1466 on: January 12, 2009, 02:14:49 PM »
When I get some time, I'll try to expand the cleric list and domains with a few other books.

I'll probably not work on the sorcerer/wizard list though.  I cracked open my Spell Compendium this weekend and didn't even know where to start...
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]

Kuroimaken

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Re: D&D Core Classes [Rebalancing 3.5]
« Reply #1467 on: January 12, 2009, 02:57:58 PM »
I built some clerics as spontaneous casters with expanded domains and a few extra spells known. I like it. I'm thinking about sorcerers getting a domain or two even.

I like the idea of giving Sorcerers "domains", or at least a spell list with an overall theme.

I find it somewhat bizarre when a Sorcerer (the guy who's supposed to discover power within himself, not research into it) shows up with a spell list comprised of nearly every school in the book.
Gendou Ikari is basically Gregory House in Kaminashades. This is FACT.

For proof, look here:

http://www.layoutjelly.com/image_27/gendo_ikari/

[SPOILER]
Which Final Fantasy Character Are You?
Final Fantasy 7
My Unitarian Jihad Name is: Brother Katana of Enlightenment.
Get yours.[/SPOILER]

I HAVE BROKEN THE 69 INTERNETS BARRIER!


veekie

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Re: D&D Core Classes [Rebalancing 3.5]
« Reply #1468 on: January 12, 2009, 03:48:39 PM »
Sorcerors 'domaining' could be good, though, as Robby said, this task is intimidating in scale. That and I really should go finish off more domain powers before the assignments arrive en masse...
The mind transcends the body.
It's also a little cold because of that.
Please get it a blanket.

I wish I could read your mind,
I can barely read mine.

"Skynet begins to learn at a geometric rate. It becomes self-aware at 2:14 a.m. Eastern time, August 29th. At 2:15, it begins rolling up characters."

[spoiler]
"Just what do you think the moon up in the sky is? Everyone sees that big, round shiny thing and thinks there must be something round up there, right? That's just silly. The truth is much more awesome than that. You can almost never see the real Moon, and its appearance is death to humans. You can only see the Moon when it's reflected in things. And the things it reflects in, like water or glass, can all be broken, right? Since the moon you see in the sky is just being reflected in the heavens, if you tear open the heavens it's easy to break it~"
-Ibuki Suika, on overkill

To sumbolaion diakoneto moi, basilisk ouranionon.
Epigenentheto, apoleia keraune hos timeis pteirei.
Hekatonkatis kai khiliakis astrapsato.
Khiliarkhou Astrape!
[/spoiler]

There is no higher price than 'free'.

"I won't die. I've been ordered not to die."

Soda

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Re: D&D Core Classes [Rebalancing 3.5]
« Reply #1469 on: January 12, 2009, 05:43:50 PM »
It feels to me like sorcerers should have that 'theme' to their powers. I also find it strange that the only class that is innately magical, is the weakest. Also, suggestion: No ASF in light armor for sorcs, because their magic is innate and not so much dependent on gestures.

I'm in favor of the forced flavoring of the casters. Clerics of different gods, wizards of different specializations, and sorcerers of different natural talents should not all look the same.

RobbyPants

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Re: D&D Core Classes [Rebalancing 3.5]
« Reply #1470 on: January 12, 2009, 05:58:01 PM »
Do note that beguilers, dread necromancers, and warmages all cast about the same as a sorcerer, and all have built in themes.

I'm fine with the sorcerer being more general (if the player wants).  I just like the idea of a modified generalist list (starting with the one bkdubs created).  I just don't think I have the energy to add to that core list with spells from the Spell Compendium.
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]

JaronK

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Re: D&D Core Classes [Rebalancing 3.5]
« Reply #1471 on: January 12, 2009, 07:38:05 PM »
I find the idea of Clerics where you cut out a bunch of spells from the main list and then make expanded domains very intriguing... there's definitely a lot of potential there.

I think Sorcerers should remain unthemed... some people just want a lot of random powers.  If you want a theme, that's what Warmages and such are for.  I also think eventually there should be an abjuration specialist type like the Dread Necromancer and Beguiler, but that's outside the scope of this project. 

JaronK

RobbyPants

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Re: D&D Core Classes [Rebalancing 3.5]
« Reply #1472 on: January 14, 2009, 03:50:11 PM »
I find the idea of Clerics where you cut out a bunch of spells from the main list and then make expanded domains very intriguing... there's definitely a lot of potential there.
When I'm feeling better, I'll try to complete and expand those domain lists with spells from the Spell Compendium and a few more books.  Right now, it's just straight from the SRD.

I also think eventually there should be an abjuration specialist type like the Dread Necromancer and Beguiler, but that's outside the scope of this project. 
I agree it's a bit out of the scope of this project.  I started working on it and postponed it due to other issues that needed to be hammered out.  I might restart the class in a new thread at a later date.  As it stands, four of the eight schools are covered by the sorcerer-esque classes:

Enchantment: Beguiler
Evocation: Warmage
Illusion: Beguiler
Necromancy: Dread Necromancer

Also, the warmage does utilize some direct damage Conjuration.  Still, as for the other four schools, I'd slated out:

Abjuration: Oracle
Conjuration: Summoner
Divination: Oracle
Transmuation: Transmuter

Again, I might start those three classes up as a side project later.
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 #1473 on: January 17, 2009, 02:42:25 PM »
I wanted to add some spells to the generalist wizard/sorcerer list that bkdubs made quite a while ago.  I don't think I'm ever going to take the time to go through the entire Spell Compendium (I'll probably handle them on a case-by-case basis), but I added spells from the Complete Mage.  What are your thoughts?

Basically, I removed a few spells in keeping with the original core list.  This includes removing the bulk of shapeshifting from Transmutation and animating dead and energy drain from Necromancy and all the Prismatic spells (do note that these would be available to specialist wizards, just not generalists).  I also pulled out both Arcane Fusions.  Some other spells were bumped back a level.


Generalist spell list

- Complete Mage -

* Donates the spell was moved up a level

[spoiler=Level 1]1st
_____________________________________

Abjur
Karmic Aura

Conj
Resinous Tar
Summon Component

Div
True Casting
Vigilant Slumber

Evoc
Dawnburst
Jet of Steam

Necro
Death's Call
Reaving Aura
[/spoiler]


[spoiler=Level 2]2nd
_____________________________________

Abjur
Attentive Alarm

Div
Allied Footsteps

Ench
Torrent of Tears

Evoc
Luminous Swarm

Trans
Boiling Blood
Heart of Air
[/spoiler]


[spoiler=Level 3]3rd
_____________________________________

Abjur
Arcane Turmoil *
Karmic Backlash

Conj
Incendiary Slime *

Div
Enduring Scrutiny
Spellcaster's Bane

Ench
Bothersome Babble

Evoc
Ghost Lantern

Illus
Deceptive Facade
Hood of the Cobra
Mask of the Ideal
Pall of Twilight

Necro
Escalating Enfeeblement *
Prickling Torment

Trans
Animate Weapon
Heart of Water
[/spoiler]


[spoiler=Level 4]4th
_____________________________________

Abjur
Otiluke's Suppressing Field
Tenacious Dispelling *

Conj
Caustic Smoke *

Ench
Melf's Slumber Arrows

Evoc
Incediary Surge

Illus
Nightmare Terrain

Necro
Finger of Agony
Horrid Sickness
Touch of Years

Trans
Heart of Earth
Rebirth of Iron
Rusted Blade
[/spoiler]


[spoiler=Level 5]5th
_____________________________________

Conj
Caustic Mire *
Dimension Jumper
Fire and Brimstone

Evoc
Channeled Sonic Blast
Coat of Arms
Resounding Thunder

Illus
Fever Dream
Retributive Image

Necro
Channeled Lifetheft
Cryptwarden's Grasp
Touch of Vecna

Trans
Heart of Fire
Lightning Leap
[/spoiler]


[spoiler=Level 6]6th
_____________________________________

Abjur
Karmic Retribution

Conj
Familiar Refuge
Mordenkainen's Trusted Bloodhound
Steal Summoning
Tactical Teleportation

Ench
Endless Slumber

Evoc
Lingering Flames
Storm of Fire and Ice

Trans
Smoky Confignement

Univ
Rary's Arcane Conversation
[/spoiler]


[spoiler=Level 7]7th
_____________________________________

Abjur
Energy Absoption

Conj
Choking Cobwebs

Necro
Necrotic Curse

Trans
Adamantine Wings
[/spoiler]


[spoiler=Level 8]8th
_____________________________________

Abjur
Mysterious Redirection

Conj
Deadly Lahar

Necro
Touch of the Graveborn
[/spoiler]


[spoiler=Level 9]9th
_____________________________________

Conj
Dimension Jumper, Greater
Genius Loci
Towering Thunderhead

Evoc
Deadly Sunstroke
Lash of Force
[/spoiler]
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 #1474 on: January 17, 2009, 03:14:37 PM »
I was thinking about making a new advancement for wizard and sorcerer special abilities, to give a bit more incentive to keep from PrCing out.  Right now, this is very bland, but I think it's a start.  Bare in mind, this is assuming we use the nerfed generalist list I've been talking about (see this post of the Spells thread for a more complete version at this date).  Given a weaker spell list (which would advance with a full-casting PrC), I wanted a stronger set of abilities (which would not advance).
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 for wizards.  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 (instead of Scribe Scroll) 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).  A sorcerer adds this spell as a spell known and a wizard adds this spell to their spell book.  Note that a specialist wizard cannot pick a spell of a prohibited school.  This ability allows wizards and sorcerers the ability to learn spells not on the generalist list, or at an earlier time than what the generalist list would allow.
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 #1475 on: January 18, 2009, 01:21:47 PM »
Okay!  It took me a while, but I finally created a list of granted domain powers.  I know Veekie created several, and I used some of that as ideas for these.  While I did post powers for each core domain, I'm not sure I'd consider this list complete yet.  I think some are more powerful than others.  I'll have to see what you think.

A few I'm kind of iffy about are Plant (I couldn't think of anything other than making the cleric a plant :eh), Knowledge and Magic (bonus feats are so bland), and Strength and Protection (basically, the same PHB ability, but usable more times per day).

[spoiler=Granted Domain Powers]Air       

Level 1:Level 10:
Gain the Air subtype.

Gain a fly speed (perfect maneuverability) equal to base land speed.

Level 20:
Type changes to Outsider (native).

_______________________________________

Animal
   
Level 1:
Gain Speak With Animals as a spell-like ability at will.

You may spend a spell slot to summon an animal or several animals to fight for you.  You may pick any animal from the Summon Monster list of equal level to the spell slot you spent.  For example, spending a third level slot would allow you to pick a monster from the Summon Monster III list.  You may only summon animals or vermin, and any animals summoned do not have the celestial or fiendish template applied.  In all other respects, treat this if you had cast Summon Monster.

_______________________________________

Chaos

Level 1:
Any weapon you wield (natural or manufactured) is treated as chaotic aligned for purposes of overcoming damage reduction.

You gain damage reduction equal to half your cleric level overcome by lawful aligned weapons.  So, a second level cleric would have damage reduction 1/lawful.

Level 10:
You gain the Chaos subtype

Level 20:
Your subtype changes to Outsider (native).

_______________________________________

Death

Level 1:Destruction

Level 1:Earth

Level 1:
Gain one point of acid resistance per cleric level.

You can ignore the hardness of any stone object and the damage reduction of any stone-based creature (such as a gargoyle or stone golem) or creature with the Earth subtype.

Any spell you cast that heals hit point damage can be used to heal stone objects, stone-based creatures, and creatures with the Earth subtype.

Level 5:
You gain a burrow speed equal to half your base land speed (minimum five feet).

Level 10:
Gain the Earth subtype.

Your burrow speed increases to your base land speed, and you can burrow through solid stone.

Level 15:
You gain earth glide (as an earth elemental) with a speed equal to half your base land speed (minimum five feet).

Level 20:
Type changes to Outsider (native).

Your earth glide speed increases to your base land speed.

_______________________________________

Evil

Level 1:
Any weapon you wield (natural or manufactured) is treated as evil aligned for purposes of overcoming damage reduction.

You gain damage reduction equal to half your cleric level overcome by good aligned weapons.  So, a second level cleric would have damage reduction 1/good.

Level 10:
You gain the Evil subtype

Level 20:
Your subtype changes to Outsider (native).

_______________________________________

Fire

Level 1:Level 10:
Gain the Fire subtype.

Level 20:
Type changes to Outsider (native).

_______________________________________

Good

Level 1:
Any weapon you wield (natural or manufactured) is treated as good aligned for purposes of overcoming damage reduction.

You gain damage reduction equal to half your cleric level overcome by evil aligned weapons.  So, a second level cleric would have damage reduction 1/evil.

Level 10:
You gain the Good subtype

Level 20:
Your subtype changes to Outsider (native).

_______________________________________

Healing

Level 1:
You roll d10 instead of d8 for any Cure spell you cast (not counting spells from items).

Level 5:
You roll d12 instead of d10 for any Cure spells you cast (not counting spells from items).

Level 10:
When casting a Cure spell, you can heal one point of ability damage per 5 HP healed (this does not reduce the amount of HP healed).  You can do this for each target if using Mass Cure spells.

When casting Heal, you heal 15 HP per caster level instead of 10 HP.

Level 15:
When casting a Cure spell, you can one condition normally removed by Heal per 10 HP healed (this does not reduce the amount of HP healed).  You can do this for each target if using Mass Cure spells.

Level 20:
You can apply the Maximize spell feat for free on any Cure spell you cast.

_______________________________________

Knowledge

Level 1:
Add all Knowledge skills to your list of cleric class skills.

Level 5:
Gain Skill Focus (Knowledge), any one type.

Level 10:
Gain Skill Focus (Knowledge), any one type.

Level 15:
Gain Skill Focus (Knowledge), any one type.

Level 20:
Gain Skill Focus (Knowledge), any one type.

_______________________________________

Law

Level 1:
Any weapon you wield (natural or manufactured) is treated as lawful aligned for purposes of overcoming damage reduction.

You gain damage reduction equal to half your cleric level overcome by chaotic aligned weapons.  So, a second level cleric would have damage reduction 1/chaotic.

Level 10:
You gain the Lawful subtype

Level 20:
Your subtype changes to Outsider (native).

_______________________________________

Luck

Level 1:Magic

Level 1:
Use scrolls, wands, and other devices with spell completion or spell trigger activation as a wizard of one-half your cleric level (at least 1st level). For the purpose of using a scroll or other magic device, if you are also a wizard, actual wizard levels and these effective wizard levels stack.

Level 5:
Gain a bonus metamagic or item creation feat.

Level 10:
Gain a bonus metamagic or item creation feat.

Level 15:
Gain a bonus metamagic or item creation feat.

Level 20:
Gain a bonus metamagic or item creation feat.

_______________________________________

Plant

Level 1:
Gain immunity to poison.

Gain low-light vision.

Level 5:
You do not need to sleep.

Gain immunity to sleep effects, paralysis, polymorph, and stunning.

Level 10:
You gain 25% fortification.

You gain a +2 bonus to saves against mind-affecting spells and effects.

Level 15:
Your fortification increases to 50%.

Your bonus to saves against mind-affecting spells and effects increases to +4.

Level 20:
Your type changes to Plant.

_______________________________________

Protection

Level 1:
You can generate a protective ward as a supernatural ability. Grant someone you touch a resistance bonus equal to your cleric level on his or her next saving throw. Activating this power is a standard action. The protective ward is an abjuration effect with a duration of 1 hour that is usable once per day plus once per three cleric levels.

_______________________________________

Strength

Level 1:
You can perform a feat of strength as a supernatural ability. You gain an enhancement bonus to Strength equal to your cleric level. Activating the power is a swift action, the power lasts 1 round, and it is usable once per day plus once per three cleric levels.

_______________________________________

Sun

Level 1:
When turning undead, you may spend two turn attempts to maximize the damage roll.  This only applies to damage when turning, and not to healing living creatures.

_______________________________________

Travel

Level 1:
Add Survival to your list of cleric class skills.

You gain the Endurance feat.

Level 5:
Your base land speed increases by five feet.  The base land speed of all allies within ten feet of you increases by five feet.

Level 10:
Your base land speed increases by ten feet.  The base land speed of all allies within ten feet of you increases by ten feet.

Level 15:
Your base land speed increases by fifteen feet.  The base land speed of all allies within ten feet of you increases by fifteen feet.

Level 20:
Your base land speed increases by twenty feet.  The base land speed of all allies within ten feet of you increases by twenty feet.

_______________________________________

Trickery

Level 1:War

Level 1:Level 5:
Aura: you radiate an aura as a supernatural ability.  You may only have one of these auras active at a time, and may switch between auras as a swift action.  You may keep any aura active so long as you are conscious.  The aura affects you and any allies within ten feet of you.  Any ally that leaves the radius of the aura immediately loses its benefit.

Aura of Battle:  this aura grants a +1 sacred/profane bonus on their attack rolls +1 additional point per five cleric levels.

Aura of Protection:  this aura grants a +1 sacred/profane bonus on their armor class +1 additional point per five cleric levels.

Aura of Resolve:  this aura grants one temporary hit point per cleric level.  These temporary hit points replenish each round at the beginning of your turn, and last as long as this aura is active.

_______________________________________

Water

Level 1:Level 10:
Gain the Water subtype.

Level 20:
Type changes to Outsider (native).

_______________________________________[/spoiler]
« Last Edit: January 18, 2009, 01:26:33 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: ****
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Midnight_v

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Re: D&D Core Classes [Rebalancing 3.5]
« Reply #1476 on: January 18, 2009, 06:26:43 PM »
I think the destruction domain should hold on to smite.
Hmm... seems like some of these are
Protection.... I can't see anyone ever taking that.
Hmm... these things need to be balanced internally, at least.
Ahh... and make sure theres an "undeath" domain from the begining.
For those of us who woship vecna or orcus or...whoever. D&D's so riddled with
undead it just makes sense.
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RobbyPants

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Re: D&D Core Classes [Rebalancing 3.5]
« Reply #1477 on: January 18, 2009, 08:42:52 PM »
I can certainly see adding more domains, but I wanted to start with core for simplicity.

I bet some of these aren't balanced well with eachother.  I'll be honest that a couple were quickly thrown together just to "complete" the list.  Magic and Knowledge need some serious work IMO.  Right now, it's just the PHB ability with bonus feats thrown on top.

I could see adding smite back.  Do you think it should work the same as in the PHB, but with increased uses?  Should I keep the spell slot ability in there as well?

What would you think would help with Protection?  Maybe a protective aura that helps all allies within 10 feet?  The cleric can switch between a bonus to AC, saves, and possibly SR.

I feel the alignment ones might be a bit weak.  They were some of the first ones I completed.  At first, I didn't want to go nuts with the DR, but they might need something else on top.  Maybe they can blow a spell slot to damage creature's of the opposite alignment, and stun them on a failed save.

Any other ideas?
My balancing 3.5 compendium
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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 #1478 on: January 19, 2009, 06:49:54 PM »
Has anyone ever explored the option of the shapeshifting druid getting an animal companion at a price?  I was thinking of putting the option out there as an ACF for any player who might want one.

What would be a fair price?  A caster level loss at 1st level?  Perhaps a delay of other shapeshifting forms after 1st level?  This isn't hugely important, but it was something I thought of.
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]

Kuroimaken

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Re: D&D Core Classes [Rebalancing 3.5]
« Reply #1479 on: January 19, 2009, 10:57:04 PM »
Are you talking about full animal companion progression, or more as a flavor thing on the side?

Frankly, I think a Druid should have one of shapeshifting OR animal companion. Both can be overkill.
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