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Prime32

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[3.5] Class fixes
« on: December 22, 2008, 11:56:44 AM »
The primary goal of these fixes is to make the game more fun, for both the player and the DM. Some of the changes to class features are subtle, so read carefully.

Currently, there is:
Paladin
Ranger (kinda)
Warlock (also works as a soulknife fix)
Warmage
Soulborn
Wilder
Wizard/Sorcerer (minor changes)
Warblade/Swordsage (minor changes)


Comments start on page 2
« Last Edit: August 04, 2011, 12:17:27 PM by Prime32 »
My work
The tier system in a nutshell:
[spoiler]Tier 6: A cartographer.
Tier 5: An expert cartographer or a decent marksman.
Tier 4: An expert marksman.
Tier 3: An expert marksman, cartographer and chef who can tie strong knots and is trained in hostage negotiation or a marksman so good he can shoot down every bullet fired by a minigun while armed with a rusted single-shot pistol that veers to the left.
Tier 2: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything, or the ability to see into the future with perfect accuracy.
Tier 1: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything and the ability to see into the future with perfect accuracy.[/spoiler]

Prime32

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Re: [3.5] Class fixes
« Reply #1 on: December 22, 2008, 11:57:05 AM »
Divine Champion (Paladin)

Hit Die: d10

Class Skills:Skill Points per Level: 2 + Int modifier.

BAB: Full
Saves: Fort good, Ref poor, Will good.

  • Code of Conduct:atonement spell.
  • Antipaladins: As an alternate use of the atonement spell, an evil cleric may return a twisted version of an ex-paladin's power. An antipaladin's class features are identical to those of a paladin, but abilities which would affect evil creatures now affect good creatures and vice versa. An antipaladin does not have a code of conduct, but neither is he necessarily evil. The ex-paladin is aware that this version of the spell is being used, and cannot be tricked into accepting it.

Quote
Lv     Class FeaturesInvocations
1Aura of good, Detect evil, Smite evil 1/encounter, Invocations1 (least)
2Divine grace1 (least)
3Aura of courage, Turn undead1 (least)
4Lay on hands2 (least)
5Smite evil 2/encounter, Special mount2 (least)
6Binding smite3 (lesser)
7Great smiting3 (lesser)
8-4 (lesser)
9Aura of Wrath4 (lesser)
10Smite evil 3/encounter5 (lesser)
11Divine health5 (greater)
12Hallowed Edge6 (greater)
13Shattering Smite6 (greater)
14-7 (greater)
15Smite evil 4/encounter7 (greater)
16-8 (sacred)
17Impetuous endurance8 (sacred)
18-9 (sacred)
19Devastating smite9 (sacred)
20Ascension, Smite evil 5/encounter10 (sacred)

Weapon and Armor Proficiency: Paladins are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields).

Aura of Good (Ex):detect good spell) is equal to his paladin level.

Detect Evil (Su): A paladin automatically learns if there is evil within 120 ft. As a swift action, he can focus on one target within range and determine whether or not it is evil, and the strength of its aura if it is.

Smite Evil (Su): Once per encounter as a swift action, a paladin may charge his next melee attack with holy power. He adds his Charisma modifier as a bonus on attack and damage. If the smite hits and the target is evil, it takes additional damage equal to the paladin's class level. At 5th level, and at every five levels thereafter, the paladin may smite evil one additional time per encounter, to a maximum of five times per encounter at 20th level.

Invocations (Sp): A paladin performs invocations taken from the paladin list. Unlike a warlock, a paladin's invocations do not have a somatic component, though they do have a divine focus component.
[spoiler]
Least
All Seeing Eyes
Angel's Tongue*
Call of the Beast
Calm Emotions
Heaven's Arrow*
Light
Master Rider*
See the Unseen
Seek Out the Wicked*

Lesser
Celestial Flight*
Dauntless Defender*
Daylight
Dismissal
Flying Mount*
Ignore the Pyre
Purification*
Relentless Dispelling
Voidsense

Greater
Baleful Geas
Break Enchantment
Draconic Toughness
Dragonward
Sacred Aura*
Seek Out the Wicked, Improved*
Sword of Flame/Frost/Lightning/Thunder*
Wall of Holy Flame (Wall of Perilous Flame)

Sacred (Dark)
Banishment
Energy Immunity
Greater Celestial Flight*
Greater Flying Mount*
Holy sword
Impenetrable Barrier
Improved Dauntless Defender*
Instill Vulnerability
Unveil the Truth*

Angel's Tongue (Least, 2nd): You gain a +6 bonus on Diplomacy, Intimidate and Sense Motive checks for 24 hours.

Heaven's Arrow (Least, 2nd): For 24 hours, you gain a +1 sacred bonus on ranged attacks and can use smite evil at a range.

Seek Out the Wicked (Least, 1st): When you use your detect evil class feature, you automatically pinpoint the power and location of each evil aura within range. In addition, you gain the benefits of the Blind-Fight feat against evil creatures you can detect.

Master Rider (Least, 2nd): For 24 hours, you gain Mounted Combat and Ride-by Attack as bonus feats. You gain the benefit of these feats only while riding your special mount.

Celestial Flight (Lesser, 3rd): You gain a flight speed equal to your land speed for 24 hours with good manoueverability.

Dauntless Defender (Lesser, 4th): Your allies receive a +1 bonus to AC and saving throws per four caster levels while within adjacent to you.

Flying Mount (Lesser, 3rd): As Celestial Flight, except that it targets your special mount.

Purification (Lesser, 3rd): The target creature is affected by both remove disease and remove curse.

Sacred Aura (Greater, 6th): You become surrounded by a white aura, which gives off light equivalent to a torch. Any evil creature striking you with a melee attack takes a number of points of sacred damage equal to your caster level (Non-evil creatures take half this amount).

Improved Seek Out the Wicked (Greater, 6th): As Seek Out the Wicked, but when attacking an evil creature you may ignore cover less than total cover and concealment.

Sword of Flame/Frost/Lightning/Thunder (Greater, 5th): For 24 hours, your attacks deal an extra 1d6 points of fire, cold or electricity damage, or an extra 1d4 points of sonic damage. On a critical hit or when you smite evil, this damage is doubled (if both, it is tripled). Multiple uses of this ability don't stack.

Greater Celestial Flight (Sacred, 7th): As celestial flight, except that your flight speed is 30ft greater than your land speed, and your manoueverability is perfect.

Greater Flying Mount (Sacred, 7th): As Greater Celestial Flight, except that it targets your special mount.

Improved Dauntless Defender (Sacred, 7th): As Dauntless Defender, and whenever a creature attacks an adjacent ally they provoke an attack of opportunity from you.

Unveil the Truth (Sacred, 6th): You gain true seeing to a range of 60ft. In addition, you gain a +6 bonus on Sense Motive checks made against creatures within the radius.
[/spoiler]

Divine Grace (Su): At 2nd level, a paladin gains a bonus equal to his Charisma bonus (if any) on all saving throws.

Lay on Hands (Su):Aura of Courage (Su): Beginning at 3rd level, a paladin is immune to fear (magical or otherwise). Each ally within 30 feet of him gains a +4 morale bonus on saving throws against fear effects. This ability functions while the paladin is conscious, but not if he is unconscious or dead.

Turn Undead (Su): When a paladin reaches 3rd level, he gains the supernatural ability to turn undead. He may use this ability a number of times per day equal to 3 + his Charisma modifier. He turns undead as a cleric of his character level would.

Special Mount (Sp):Binding Smite (Su): At 6th level, any creature struck by the paladin's smite evil becomes entangled for 1 round per two paladin levels.

Great Smiting: At 7th level, a paladin may expend two uses of smite evil as a swift action to treat all his attacks as smite attacks for 1 round.

Aura of Wrath (Su): At 9th level, any evil creature that approaches within 30ft of the paladin must make a Will save (DC=10 + half the paladin's class level + his Cha modifier) or become shaken for 1 minute. A creature who succeeds on its saving throw is immune to that paladin's Aura of Wrath for 24 hours.

Divine Health (Ex): At 11th level, a paladin gains immunity to poison and disease.

Hallowed Edge (Ex): At 12th level, any critical threat a paladin makes against an evil target is automatically confirmed.

Shattering Smite (Su): At 13th level, a paladin's smite attacks ignore hardness and damage reduction.

Impetuous Endurance (Ex): At 17th level a paladin no longer automatically fails a saving throw on a roll of 1.

Devastating Smite (Su): At 19th level, any evil creature struck by a paladin's smite evil must make a Fortitude save (DC=10 + half the paladin's class level + his Cha modifier) or die instantly.

Ascension: At 20th level, a paladin becomes a physical embodiment of his principles. His type changes to Outsider (Good, Native). Unlike other outsiders, the paladin can still be brought back from the dead as if he were a member of his previous creature type. Additionally, he gains damage reduction 10/evil, and any weapon he wields gains the holy quality (If the weapon already possesses this quality, the effect is doubled).

NEW FEATS
Dark Champion [General]
Prerequisite: Ability to use paladin invocations.
Benefit: You may learn invocations from the warlock list, but you cast them at -2 caster level (You cannot use these invocations below 3rd level).
Special: A non-hellbred may only select this feat at 1st level.

Burst Smite [General]
Prerequisite: Smite evil
Benefit: When you use smite evil with an attack, you may expend an additional use of the ability to deal damage equal to your paladin level + your Charisma modifier to each evil enemy within 10ft of the attack target (Reflex half, DC = 10+ half your paladin level + your Charisma modifier).
Special: If you possess the Great Smiting class feature, you may expend three uses of smite evil to treat all of your attacks as Burst Smites for 1 round.
« Last Edit: September 02, 2010, 11:31:20 PM by Prime32 »
My work
The tier system in a nutshell:
[spoiler]Tier 6: A cartographer.
Tier 5: An expert cartographer or a decent marksman.
Tier 4: An expert marksman.
Tier 3: An expert marksman, cartographer and chef who can tie strong knots and is trained in hostage negotiation or a marksman so good he can shoot down every bullet fired by a minigun while armed with a rusted single-shot pistol that veers to the left.
Tier 2: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything, or the ability to see into the future with perfect accuracy.
Tier 1: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything and the ability to see into the future with perfect accuracy.[/spoiler]

Prime32

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Re: [3.5] Class fixes
« Reply #2 on: December 22, 2008, 11:57:26 AM »
Ranger
Make the following changes

Animal Companion (Ex): At 1st level. A ranger may select from the alternative lists of animal companions just as a druid can - like a druid, a ranger cannot select an alternative animal if the choice would reduce his effective druid level below 1st.

Combat Style (Ex): Rangers gain the benefits of both archery and two-weapon fighting styles. They need not select one.

Spells:his caster level is equal to his ranger level.
« Last Edit: October 28, 2011, 10:56:47 PM by Prime32 »
My work
The tier system in a nutshell:
[spoiler]Tier 6: A cartographer.
Tier 5: An expert cartographer or a decent marksman.
Tier 4: An expert marksman.
Tier 3: An expert marksman, cartographer and chef who can tie strong knots and is trained in hostage negotiation or a marksman so good he can shoot down every bullet fired by a minigun while armed with a rusted single-shot pistol that veers to the left.
Tier 2: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything, or the ability to see into the future with perfect accuracy.
Tier 1: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything and the ability to see into the future with perfect accuracy.[/spoiler]

Prime32

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Re: [3.5] Class fixes
« Reply #3 on: December 22, 2008, 11:57:32 AM »
Warlock

Hit Die: d6

Class Skills:Skill Points per Level: 2 + Int modifier.

BAB: Average
Saves: Fort poor, Ref poor, Will good.


Quote
Lv     Class FeaturesInvocations
1Eldritch blast1 (least)
2Detect magic2 (least)
3DR 1/cold iron2 (least)
4Deceive item3 (least)
5Bonus feat4 (least)
6-4 (lesser)
7DR 2/cold iron5 (lesser)
8Fiendish resilience 26 (lesser)
9Double Essence I6 (lesser)
10Energy resistance 57 (lesser)
11DR 3/cold iron8 (greater)
12Imbue item8 (greater)
13Fiendish resilience 49 (greater)
14Double Essence II10 (greater)
15DR 4/cold iron10 (greater)
16-11 (dark)
17Bonus feat12 (dark)
18Fiendish resilience 612 (dark)
19DR 5/cold iron13 (dark)
20Double invocation, Energy resistance 1014 (dark)

Weapon and Armor Proficiency: Warlocks are proficient with all simple weapons and light armour (but not shields).

Eldritch Blast (Sp): A warlock's eldritch blast deals 1d6 points of damage per two caster levels (round up)

Bonus Feat: At 5th level and again at 17th level, a warlock gains any heritage feat for which he meets the prerequisites.

Double Essence (Sp): At 9th level, a warlock may apply two eldritch essence invocations to his eldritch blast, as long as both essences are below the highest level of invocations he can access. At 14th level this restriction is removed, and the warlock may apply any two essences he possesses.

Double Invocation (Sp): When a 20th level warlock performs an invocation, he may have a second invocation take effect at the same time, as long as its casting time is equal to or shorter than the first. A warlock may perform the same invocation twice with this ability.


New Invocations

Arcane Gift (Least, 1st): Choose 4 sorcerer cantrips. You may cast those cantrips at will as a 1st-level sorcerer for 24 hours.
Power Blast (Least Essence, 1st): Your eldritch blast's damage dice increase by 1 size.
Bladewind (Lesser Shape, 3rd): Make a melee touch attack with your eldritch blast against every opponent within reach.
Greater Power Blast (Greater Essence, 5th): Your eldritch blast's damage dice increase by 2 sizes.

New Feats

Improved Eldritch Blast [General]
Prerequisite: Eldritch Blast
Benefit: Your eldritch blast's damage dice increase by 1 size.

Eldritch Blade [General]
Prerequisite: Eldritch Blast
Benefit: Your eldritch blast becomes a melee touch attack which does not provoke attacks of opportunity. You can no longer apply blast shape invocations to your blast (apart from invocations which make your eldritch blast a melee attack). In return, your blade gains a +1 enhancement bonus (or equivalent) per two caster levels (eg. a 14th-level warlock could have a +5 flaming burst eldritch blade). The blade may also be enchanted as normal, in which case the enchantments overlap (eg. a +1 flaming blade which was enchanted as a +3 weapon would become a +3 flaming weapon).
Special: You can make ranged attacks with your eldritch blade if you apply an appropriate enchantment (such as throwing). This still does not allow you to use blast shape invocations.
Special: You may only select this feat at 1st level.

Furious Blade [General]
Prerequisite: Eldritch Blade
Benefit: You may wield your eldritch blade as a normal weapon, allowing you to make a full attack with it. While using it in this manner your attacks are not resolved as touch attacks. You may not combine this ability with blast shape invocations, though you may combine it with eldritch essence invocations.

Morphic Blade [General]
Prerequisite: Eldritch Blast 2d6, Eldritch Blade, Weapon Focus (eldritch blade)
Benefit: As a swift action, you may change the shape of your eldritch blade to any melee weapon with which you are proficient. Your blade's damage is reduced by two dice, but you add the base damage of the chosen weapon. The blade gains all properties of the chosen weapon, including reach and critical threat range. You gain the benefits of feats specific to your eldritch blade and its new form, but they do not stack (eg. a character with Weapon Focus (eldritch blade) and Weapon Focus (greatsword) would still receive only a +1 bonus on attack rolls while his blade was in the form of a greatsword).
Special: If your eldritch blast deals at least 4d6 damage you may split your blade into a pair of weapons (or a double weapon) by reducing its damage dice by four. You may split your blade's power between more than two weapons, but each additional weapon reduces your blast's damage by another die.
« Last Edit: April 17, 2011, 05:22:46 PM by Prime32 »
My work
The tier system in a nutshell:
[spoiler]Tier 6: A cartographer.
Tier 5: An expert cartographer or a decent marksman.
Tier 4: An expert marksman.
Tier 3: An expert marksman, cartographer and chef who can tie strong knots and is trained in hostage negotiation or a marksman so good he can shoot down every bullet fired by a minigun while armed with a rusted single-shot pistol that veers to the left.
Tier 2: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything, or the ability to see into the future with perfect accuracy.
Tier 1: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything and the ability to see into the future with perfect accuracy.[/spoiler]

Prime32

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Re: [3.5] Class fixes
« Reply #4 on: December 22, 2008, 11:57:39 AM »
Warmage

Hit Die: d6

Class Skills: The warmage's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (history) (Int), Profession (Wis), and Spellcraft (Int).
Skill Points per Level: 2 + Int modifier.

BAB: Poor
Saves: Fort poor, Ref poor, Will good.

Quote
Lv        Class Features
1Spells, Warmage Edge, Armoured Mage (light), Augment +1
2Advanced learning
3Metamagic effect
4Combat Casting
5Advanced learning, Augment +2
6Metamagic effect
7Armoured Mage (medium)
8Advanced learning
9Metamagic effect
10Augment +3
11Advanced learning
12Metamagic effect
13Armoured Mage (heavy)
14Advanced learning
15Augment +4, Metamagic effect
16-
17Advanced learning
18Metamagic effect
19-
20Augment +5

Warmage Edge (Su): A warmage's damage dealing spells deal extra damage equal to the warmage's Int modifier multiplied by the spell level (treat 0-level spells as half-level for this purpose).

Augment (Su): A warmage gains a number of augment points per day equal to his class level. When casting a spell, he may expend one augment point to apply the benefits of 1 level of metamagic feats to the spell (or reduce the cost of metamagic by 1 level). At every fifth level, the level of metamagic he can apply to a single spell is increased by one. (So that a 15th-level warmage could quicken a spell or maximise and enlarge it). This cannot reduce the cost of metamagic below 0.

Advanced Learning: At 2nd level and every 3rd level thereafter, a warmage adds one spell from the wizard/sorcerer list to his spell list.

Metamagic Effect: At every 3rd level, a warmage learns a metamagic feat for which he meets the prerequisites. He may only use this feat in conjunction with his warmage spells.

Combat Casting: At 4th level, a warmage receives Combat Casting as a bonus feat. If he already has this feat he may select another feat for which he meets the prerequisites.
« Last Edit: July 05, 2010, 08:26:28 AM by Prime32 »
My work
The tier system in a nutshell:
[spoiler]Tier 6: A cartographer.
Tier 5: An expert cartographer or a decent marksman.
Tier 4: An expert marksman.
Tier 3: An expert marksman, cartographer and chef who can tie strong knots and is trained in hostage negotiation or a marksman so good he can shoot down every bullet fired by a minigun while armed with a rusted single-shot pistol that veers to the left.
Tier 2: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything, or the ability to see into the future with perfect accuracy.
Tier 1: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything and the ability to see into the future with perfect accuracy.[/spoiler]

Prime32

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Re: [3.5] Class fixes
« Reply #5 on: December 22, 2008, 11:57:46 AM »
Soulborn

See here
« Last Edit: August 04, 2011, 12:16:20 PM by Prime32 »
My work
The tier system in a nutshell:
[spoiler]Tier 6: A cartographer.
Tier 5: An expert cartographer or a decent marksman.
Tier 4: An expert marksman.
Tier 3: An expert marksman, cartographer and chef who can tie strong knots and is trained in hostage negotiation or a marksman so good he can shoot down every bullet fired by a minigun while armed with a rusted single-shot pistol that veers to the left.
Tier 2: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything, or the ability to see into the future with perfect accuracy.
Tier 1: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything and the ability to see into the future with perfect accuracy.[/spoiler]

Prime32

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Re: [3.5] Class fixes
« Reply #6 on: December 22, 2008, 11:57:53 AM »
Wilder

Quote
Lv        Class FeaturesPP Pool
1Power Font, Overchannel0*
2Wild surge1
3-2
4Improved Overchannel (2 levels)4
5-6
6-9
7-12
8Improved Overchannel (3 levels)15
9-18
10-22
11-26
12Improved Overchannel (4 levels)31
13-37
14-42
15-49
16Improved Overchannel (5 levels)56
17-63
18-70
19-78
20Improved Overchannel (6 levels)86

Power Font: A wilder can tap limitless amounts of power, but the amount which his body may hold at any one time is limited. Effectively, his body is treated as a cognizance crystal with a capacity equal to the amount shown above plus his Charisma modifier. Each round this font is not full, 1 power point is restored to it.

Overchannel: A wilder gains Overchannel as a bonus feat.

Wild surge (Su): At 2nd level, in any round in which the wilder uses the Overchannel feat he gains a +1 morale bonus on attack rolls, damage rolls, and saving throws per manifester level increase. He may use the Overchannel feat without manifesting a power as a swift action in order to gain these bonuses.

Improved Overchannel: At the listed levels, a wilder using the Overchannel feat may increase his manifester level by more levels than normal. This overrides the normal advancement of the Overchannel feat. He takes 1d8 points of damage per manifester level increase.


New Feat

Sudden Recovery [Psionic]
Prerequisites: Power Font
Benefit: You may expend your psionic focus as a full-round action to restore pp to your font's pool equal to half its full capacity.
« Last Edit: July 05, 2010, 08:23:44 AM by Prime32 »
My work
The tier system in a nutshell:
[spoiler]Tier 6: A cartographer.
Tier 5: An expert cartographer or a decent marksman.
Tier 4: An expert marksman.
Tier 3: An expert marksman, cartographer and chef who can tie strong knots and is trained in hostage negotiation or a marksman so good he can shoot down every bullet fired by a minigun while armed with a rusted single-shot pistol that veers to the left.
Tier 2: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything, or the ability to see into the future with perfect accuracy.
Tier 1: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything and the ability to see into the future with perfect accuracy.[/spoiler]

Prime32

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Re: [3.5] Class fixes
« Reply #7 on: December 22, 2008, 11:58:00 AM »
Wizard + Archivist
These classes gain Spell Mastery as a bonus feat at 1st level, and its benefits apply to one additional spell per two caster levels. They may change their mastered spells whenever they gain a character level. However, any spell which they have not mastered requires their spellbook/prayerbook as an additional focus component which cannot be removed.

Sorcerer + Other Spontaneous Casters
These classes gain Eschew Materials and Heighten Spell as bonus feats, but their benefits do not apply to spells from other classes.
« Last Edit: October 29, 2011, 10:18:34 AM by Prime32 »
My work
The tier system in a nutshell:
[spoiler]Tier 6: A cartographer.
Tier 5: An expert cartographer or a decent marksman.
Tier 4: An expert marksman.
Tier 3: An expert marksman, cartographer and chef who can tie strong knots and is trained in hostage negotiation or a marksman so good he can shoot down every bullet fired by a minigun while armed with a rusted single-shot pistol that veers to the left.
Tier 2: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything, or the ability to see into the future with perfect accuracy.
Tier 1: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything and the ability to see into the future with perfect accuracy.[/spoiler]

Prime32

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Re: [3.5] Class fixes
« Reply #8 on: December 22, 2008, 11:58:07 AM »
Warblade + Swordsage
You do not need to ready maneuvers. All of your maneuvers known are considered readied.
« Last Edit: August 04, 2011, 12:14:49 PM by Prime32 »
My work
The tier system in a nutshell:
[spoiler]Tier 6: A cartographer.
Tier 5: An expert cartographer or a decent marksman.
Tier 4: An expert marksman.
Tier 3: An expert marksman, cartographer and chef who can tie strong knots and is trained in hostage negotiation or a marksman so good he can shoot down every bullet fired by a minigun while armed with a rusted single-shot pistol that veers to the left.
Tier 2: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything, or the ability to see into the future with perfect accuracy.
Tier 1: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything and the ability to see into the future with perfect accuracy.[/spoiler]

Prime32

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Re: [3.5] Class fixes
« Reply #9 on: December 22, 2008, 11:58:14 AM »
Reserved 9
My work
The tier system in a nutshell:
[spoiler]Tier 6: A cartographer.
Tier 5: An expert cartographer or a decent marksman.
Tier 4: An expert marksman.
Tier 3: An expert marksman, cartographer and chef who can tie strong knots and is trained in hostage negotiation or a marksman so good he can shoot down every bullet fired by a minigun while armed with a rusted single-shot pistol that veers to the left.
Tier 2: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything, or the ability to see into the future with perfect accuracy.
Tier 1: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything and the ability to see into the future with perfect accuracy.[/spoiler]

Prime32

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Re: [3.5] Class fixes
« Reply #10 on: December 22, 2008, 11:58:21 AM »
Reserved 10
My work
The tier system in a nutshell:
[spoiler]Tier 6: A cartographer.
Tier 5: An expert cartographer or a decent marksman.
Tier 4: An expert marksman.
Tier 3: An expert marksman, cartographer and chef who can tie strong knots and is trained in hostage negotiation or a marksman so good he can shoot down every bullet fired by a minigun while armed with a rusted single-shot pistol that veers to the left.
Tier 2: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything, or the ability to see into the future with perfect accuracy.
Tier 1: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything and the ability to see into the future with perfect accuracy.[/spoiler]

Prime32

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Re: [3.5] Class fixes
« Reply #11 on: December 22, 2008, 11:58:41 AM »
Reserved 11
My work
The tier system in a nutshell:
[spoiler]Tier 6: A cartographer.
Tier 5: An expert cartographer or a decent marksman.
Tier 4: An expert marksman.
Tier 3: An expert marksman, cartographer and chef who can tie strong knots and is trained in hostage negotiation or a marksman so good he can shoot down every bullet fired by a minigun while armed with a rusted single-shot pistol that veers to the left.
Tier 2: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything, or the ability to see into the future with perfect accuracy.
Tier 1: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything and the ability to see into the future with perfect accuracy.[/spoiler]

Prime32

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Re: [3.5] Class fixes
« Reply #12 on: December 22, 2008, 11:58:49 AM »
Reserved 12
My work
The tier system in a nutshell:
[spoiler]Tier 6: A cartographer.
Tier 5: An expert cartographer or a decent marksman.
Tier 4: An expert marksman.
Tier 3: An expert marksman, cartographer and chef who can tie strong knots and is trained in hostage negotiation or a marksman so good he can shoot down every bullet fired by a minigun while armed with a rusted single-shot pistol that veers to the left.
Tier 2: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything, or the ability to see into the future with perfect accuracy.
Tier 1: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything and the ability to see into the future with perfect accuracy.[/spoiler]

Prime32

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Re: [3.5] Class fixes
« Reply #13 on: December 22, 2008, 11:58:57 AM »
Reserved 13
My work
The tier system in a nutshell:
[spoiler]Tier 6: A cartographer.
Tier 5: An expert cartographer or a decent marksman.
Tier 4: An expert marksman.
Tier 3: An expert marksman, cartographer and chef who can tie strong knots and is trained in hostage negotiation or a marksman so good he can shoot down every bullet fired by a minigun while armed with a rusted single-shot pistol that veers to the left.
Tier 2: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything, or the ability to see into the future with perfect accuracy.
Tier 1: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything and the ability to see into the future with perfect accuracy.[/spoiler]

Prime32

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Re: [3.5] Class fixes
« Reply #14 on: December 22, 2008, 11:59:04 AM »
Reserved 14
My work
The tier system in a nutshell:
[spoiler]Tier 6: A cartographer.
Tier 5: An expert cartographer or a decent marksman.
Tier 4: An expert marksman.
Tier 3: An expert marksman, cartographer and chef who can tie strong knots and is trained in hostage negotiation or a marksman so good he can shoot down every bullet fired by a minigun while armed with a rusted single-shot pistol that veers to the left.
Tier 2: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything, or the ability to see into the future with perfect accuracy.
Tier 1: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything and the ability to see into the future with perfect accuracy.[/spoiler]

Prime32

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Re: [3.5] Class fixes
« Reply #15 on: December 22, 2008, 11:59:11 AM »
Reserved 15
My work
The tier system in a nutshell:
[spoiler]Tier 6: A cartographer.
Tier 5: An expert cartographer or a decent marksman.
Tier 4: An expert marksman.
Tier 3: An expert marksman, cartographer and chef who can tie strong knots and is trained in hostage negotiation or a marksman so good he can shoot down every bullet fired by a minigun while armed with a rusted single-shot pistol that veers to the left.
Tier 2: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything, or the ability to see into the future with perfect accuracy.
Tier 1: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything and the ability to see into the future with perfect accuracy.[/spoiler]

Prime32

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Re: [3.5] Class fixes
« Reply #16 on: December 22, 2008, 11:59:20 AM »
Reserved 16
My work
The tier system in a nutshell:
[spoiler]Tier 6: A cartographer.
Tier 5: An expert cartographer or a decent marksman.
Tier 4: An expert marksman.
Tier 3: An expert marksman, cartographer and chef who can tie strong knots and is trained in hostage negotiation or a marksman so good he can shoot down every bullet fired by a minigun while armed with a rusted single-shot pistol that veers to the left.
Tier 2: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything, or the ability to see into the future with perfect accuracy.
Tier 1: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything and the ability to see into the future with perfect accuracy.[/spoiler]

Prime32

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  • Modding since 03/12/10
Re: [3.5] Class fixes
« Reply #17 on: December 22, 2008, 11:59:28 AM »
Reserved 17
My work
The tier system in a nutshell:
[spoiler]Tier 6: A cartographer.
Tier 5: An expert cartographer or a decent marksman.
Tier 4: An expert marksman.
Tier 3: An expert marksman, cartographer and chef who can tie strong knots and is trained in hostage negotiation or a marksman so good he can shoot down every bullet fired by a minigun while armed with a rusted single-shot pistol that veers to the left.
Tier 2: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything, or the ability to see into the future with perfect accuracy.
Tier 1: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything and the ability to see into the future with perfect accuracy.[/spoiler]

Prime32

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Re: [3.5] Class fixes
« Reply #18 on: December 22, 2008, 11:59:35 AM »
Reserved 18
My work
The tier system in a nutshell:
[spoiler]Tier 6: A cartographer.
Tier 5: An expert cartographer or a decent marksman.
Tier 4: An expert marksman.
Tier 3: An expert marksman, cartographer and chef who can tie strong knots and is trained in hostage negotiation or a marksman so good he can shoot down every bullet fired by a minigun while armed with a rusted single-shot pistol that veers to the left.
Tier 2: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything, or the ability to see into the future with perfect accuracy.
Tier 1: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything and the ability to see into the future with perfect accuracy.[/spoiler]

Prime32

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Re: [3.5] Class fixes
« Reply #19 on: December 22, 2008, 11:59:43 AM »
Reserved 19
(Comments on next page)
« Last Edit: October 28, 2011, 10:57:49 PM by Prime32 »
My work
The tier system in a nutshell:
[spoiler]Tier 6: A cartographer.
Tier 5: An expert cartographer or a decent marksman.
Tier 4: An expert marksman.
Tier 3: An expert marksman, cartographer and chef who can tie strong knots and is trained in hostage negotiation or a marksman so good he can shoot down every bullet fired by a minigun while armed with a rusted single-shot pistol that veers to the left.
Tier 2: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything, or the ability to see into the future with perfect accuracy.
Tier 1: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything and the ability to see into the future with perfect accuracy.[/spoiler]