Author Topic: Alternative Class Features  (Read 220719 times)

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Optimator

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Re: Alternative Class Features
« Reply #20 on: May 20, 2010, 09:39:01 PM »
In Eberron Bards can trade out most songs for bonus feats off a small list on page 34 "Music Of Creation".  Would that count as an ACF?

Surreal

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Re: Alternative Class Features
« Reply #21 on: May 20, 2010, 11:45:59 PM »
Wow, that's a fantastic find. I'll add it when I'm not buried with work.

edit: note to self - check the other classes for ACFs as well
clerics can worship the pantheon of the Sovereign Host, choose two domains
monks can choose alternate feats, warforged monks can use wholeness of body
halfling paladins call a clawfoot dinosaur
warforged paladin lay on hands can function as repair magic

« Last Edit: May 20, 2010, 11:52:35 PM by Surreal »
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Surreal

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Re: Alternative Class Features
« Reply #22 on: May 24, 2010, 05:06:06 AM »
Updated. Added a few things, fixed a few formatting blips, etc.
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Some Handy Links for CO Work (WotC 339 version) - a compilation of links for base/prestige class handbooks, tactics, spellcasting, character builds, D&D databases, etc.
Archived version of the above with working links

The Mango Index - a giant index for all things D&D and where to find them
The Mango List Reborn! - rehosted by KellKheraptis

Lists of Stuff - listing of class features etc and how to get them, etc. sort of like above but a little more specific and sorted by category
Polymorph, Wildshape and Shapechange, oh my! (comparison charts) - side-by-side comparison of all the various form altering abilities
Alternative Class Features
alternative ways to get class skills

low_drums

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Re: Alternative Class Features
« Reply #23 on: August 22, 2010, 09:56:28 PM »
Favored Environment for Rangers.  It's from UA, pg. 65.  It replaces Favored Enemy.

There are a couple other things in that section of the book, too.

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Re: Alternative Class Features
« Reply #24 on: September 13, 2010, 03:44:05 AM »
I don't know if you are still updating this, or if you are accepting ACF's from Dragon Magazine. 
There are more, but here are a couple Paladin ones that I've used in games:

Angel's Sight
[spoiler]You gain Darkvision to a range of 60 feet, and Low-light vision.
Replaces: Divine Health at 3rd level.[/spoiler]

Sword of Celestia
[spoiler]Choose a specific type weapon and name it.  A powerful good outsider forges the weapon for you.  You may summon the weapon from the celestial forges to your hand or return it as a free action.  You many call the weapon 1+WIS mod times a day.  The weapon is a +1 weapon of its kind at 5th level, +2 at 10th level, +2 Holy at 15th, and +2 Holy Lawful at 20th.  You may upgrade your weapon as if you had the Craft Magic Arms and Armor feat.  If the weapon is ever destroyed, a different celestial weaponsmith crafts you a new weapon and presents it to you one year and a day after the previous one was destroyed.
Replaces: Special Mount at 5th level.[/spoiler]

Source: Dragon Magazine 349

Aharon

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Re: Alternative Class Features
« Reply #25 on: September 13, 2010, 08:08:11 AM »
I don't really understand how the variant chaining is supposed to work. Those things are called Alternative class features, so it seems clear to me that having the requisite ability to swap isn't enough, you have to actually be a member of the class. Or is there something wrong with my logic?
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KellKheraptis

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Re: Alternative Class Features
« Reply #26 on: September 13, 2010, 08:11:17 AM »
I don't really understand how the variant chaining is supposed to work. Those things are called Alternative class features, so it seems clear to me that having the requisite ability to swap isn't enough, you have to actually be a member of the class. Or is there something wrong with my logic?

Most ACF's came about before other classes gained access to said class features, and/or some ACF's only require an ability to trade.  Yeah, fishy, but meh.

EDIT : And OMFG Sword of Celestia...time to make an Uberpaladin with Inspire Courage and Sword of the Celestial Arcane Order :)
« Last Edit: September 13, 2010, 08:29:09 AM by KellKheraptis »
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Re: Alternative Class Features
« Reply #27 on: September 13, 2010, 08:48:27 AM »
Shouldn't we mention all the Dragon Magazines ACF too?

I mean, things like Mystic Ranger and Wild Reaper [DR311] are just too awesome... Can you say Persistent Divine Metamagic Druid with almost no relevant losses?

zaulsiin

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Re: Alternative Class Features
« Reply #28 on: September 13, 2010, 02:14:57 PM »
Shouldn't we mention all the Dragon Magazines ACF too?

Although I recognize that Dragon magazine has published a great number of alternative class features as well, I have opted to leave these out (excepting useful links to them in the Miscellany), since they are often disallowed are more difficult to access than normal WotC sourcebooks. You are welcome to discuss or inquire about them in the thread, and likewise to discuss or inquire about subjects related to alternative class features.

Surreal was pretty clear on why he didn't include them. That's not to say that someone else shouldn't formulate such a list, though. I'm sure it would be useful to people, it's just a ton of work.

fuinjutsu

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Re: Alternative Class Features
« Reply #29 on: September 14, 2010, 06:22:07 AM »
I don't really understand how the variant chaining is supposed to work. Those things are called Alternative class features, so it seems clear to me that having the requisite ability to swap isn't enough, you have to actually be a member of the class. Or is there something wrong with my logic?

Most ACF's came about before other classes gained access to said class features, and/or some ACF's only require an ability to trade.  Yeah, fishy, but meh.

EDIT : And OMFG Sword of Celestia...time to make an Uberpaladin with Inspire Courage and Sword of the Celestial Arcane Order :)

Wouldn't that have you worshiping two goddesses and another pantheon on the side.  I don't think they'd appreciate their champion two-timing.
Eh, the wizard have more money than them combined, he could in theory just use all his money on a fleet of trained attack mules, but then we aren't playing 3.5 but zergling rushing in Starcraft instead.

KellKheraptis

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Re: Alternative Class Features
« Reply #30 on: September 14, 2010, 09:11:30 AM »
I don't really understand how the variant chaining is supposed to work. Those things are called Alternative class features, so it seems clear to me that having the requisite ability to swap isn't enough, you have to actually be a member of the class. Or is there something wrong with my logic?

Most ACF's came about before other classes gained access to said class features, and/or some ACF's only require an ability to trade.  Yeah, fishy, but meh.

EDIT : And OMFG Sword of Celestia...time to make an Uberpaladin with Inspire Courage and Sword of the Celestial Arcane Order :)

Wouldn't that have you worshiping two goddesses and another pantheon on the side.  I don't think they'd appreciate their champion two-timing.

Greeks did ok, and they did it all the time :P
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Re: Alternative Class Features
« Reply #31 on: September 14, 2010, 09:37:57 AM »
I don't really understand how the variant chaining is supposed to work. Those things are called Alternative class features, so it seems clear to me that having the requisite ability to swap isn't enough, you have to actually be a member of the class. Or is there something wrong with my logic?

Most ACF's came about before other classes gained access to said class features, and/or some ACF's only require an ability to trade.  Yeah, fishy, but meh.

EDIT : And OMFG Sword of Celestia...time to make an Uberpaladin with Inspire Courage and Sword of the Celestial Arcane Order :)

Wouldn't that have you worshiping two goddesses and another pantheon on the side.  I don't think they'd appreciate their champion two-timing.

Greeks did ok, and they did it all the time :P

Oedipus, Hercules and Jason to name a few disagree Greek legends with the okay part  :eh

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Re: Alternative Class Features
« Reply #32 on: September 14, 2010, 11:46:40 AM »
That's because the greek pantheon was a bunch of dicks.
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fuinjutsu

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Re: Alternative Class Features
« Reply #33 on: September 14, 2010, 09:45:12 PM »
That's because the greek pantheon was a bunch of dicks.

Well no kidding.  the head of that pantheon was best known for being an insatiable rapist.
Eh, the wizard have more money than them combined, he could in theory just use all his money on a fleet of trained attack mules, but then we aren't playing 3.5 but zergling rushing in Starcraft instead.

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Re: Alternative Class Features
« Reply #34 on: September 28, 2010, 08:42:02 PM »
There's a slew of Spellthief ACFs in one of the later Dragon Mags; I've got it somewhere... Will add to this thread later. 

The biggest one is the Trickster variant.  Gain casting as a Bard (Bard-like progression, can pick either Bard spells or Sorc/Wizard spells from normal Spellthief schools).  Lose Trapfinding, all but 1d6 sneak attack (at 1st), 2 skill points per level, and a hole bunch of thiefy skills (including hide and move silently, unfortunately).  Definitely makes them much stronger, imo.

Rooster

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Re: Alternative Class Features
« Reply #35 on: October 09, 2010, 02:02:58 AM »
So... time for a massive post to update this. My formatting is not entirely uniform, and some text was a bit detailed to copy/paste everything... but this should at least give people a where to look. Note that a few of the ACFs aren't quite as good as they seem, but overall most of them are useful... with a few exceptions. I listed the articles with vestiges and alternate familiars, just for completeness. I did not include feats, although I have an urge to sift for those. Format for monk styles is the same layout as these

Organized by magazine:

Dragon 280
[spoiler]Alternative starting familiars (that actually give bonuses like core familiars): Bird, Dog, Fox, Hare, Lizard, Mouse, Otter, Raccoon, Skunk, Squirrel[/spoiler]

Dragon 304
[spoiler]Prestige Races (Spend experience for template-like bonuses without actually costing levels)[/spoiler]

Dragon 308
[spoiler]Psions of the Orient (Some feats required; Alternative lists of powers to choose from; 3.0)[/spoiler]

Dragon 310
[spoiler]Specialist Fighters (Can only take certain fighter feats as bonus feats, but can also exchange bonus feats for bonus abilities and gains or loses proficiencies)
*Bodyguard: Cover and Clear the Path, more class skills
*Commander: Helpful Hints, Rousing Speech, more class skills
*Corsair: (One of these for free at L1&2): Climb-Fighting, Rope Movement, Slow Fall, Swinging bull Rush, Big Breath, Ocean Tangle, only uses light armor, different skills
*Exoticist: Dazzling Display, Exotic Attack, Strange Strike, Loses Martial Weapon Proficiency, gains four Exotic Weapon Proficiencies.
*Fencer: Encouraging Blow, Denigrating Banter, Insurmountable Counter, only uses light armor and bucklers, gains skills.
*Horseman: Quick Turn, Share Shield, Spur, Steady Hand, can't use medium or heavy armor.
*Kensai: Rain of Blows, Storm of Blows. Loses Martial Weapon, Me   dium and Heavy Armor, and Shield Proficiency. Proficient in one martial or exotic weapon of your choice. Replace first level feat with +1/5 levels on attacks/damage.
*Knight: Hard Charge, Jousting Charge, Staggering Gait, Vicious Mount.
*Pugilist: Combo, Heavy Hitting, Iron Jaw, Shake it Off. Lose Martial and Shield Proficiency, gain Improved Unarmed Strike, Endurance at L1. Unarmed strikes deal 1d4 damage at Medium.
*Shield Bearer: Armored Gait, Armored Grace, Armor Optimization, Fortification, Shield Strike. Gain Tower Shield and Armor Spike proficiency.
*Surivalist: Lose heavy armor proficiency, gain class skills.
*Targetter: Arrow Swarm, Sniper, Vital Aim. Loses Martial Melee and heavier shield proficiency (keeps buckler). Gains two exotic ranged weapon proficiencies.

Variant Fist (Fighting styles that replace your feats at L1,2,6 with specific combinations of feats and grant an additional bonus)
*Cobra Strike: Escape Artist, Dodge, Mobility, Spring Attack, Increased Dodge Bonus from Dodge
*Denying Stance: Tumble, Improved Grapple, Combat Reflexes, Improved Disarm, Bonus on Disarm and Grapple when defensive
*Hand and Foot: Balance, Stunning Fist, Deflect Arrows, Improved Trip, Bonus to resist combat maneuvers
*Invisible Eye: Listen, Combat Reflexes, Lightning Reflexes, Blind-Fight, +1 AC when defensive
*Overwhelming Attack: Intimidate, Power Attack, Bull Rush, Improved Overrun, bonus on Bull Rush checks against recently demoralized enemies
*Passive Way: Bluff, Combat Expertise, Improved Trip, Improved Feint, +4 on trips vs flatfooted enemies
*Sleeping Tiger: Hide, Weapon Finesse, Improved Initiative, Improved Sunder, Extra damage vs flatfooted enemies with a light weapon
*Undying Way: Concentration, Toughness, Endurance, Diehard, DR 2/- when defensive

Class Variants:
*Holy Monk: Gain Aura of Courage, Smite Evil, Turn Undead; lose feats at L1, 2 and 6; can multiclass freely between monk and paladin. Levels stack for smite evil and turning level.
*Hunter Monk: Gain Favored Enemy, Survival as class skill; lose feat at L1, slow fall; can mmulticlass freely between monk and ranger. Levels stack for gaining new favored enemies.
*Martial Monk: Gain ability to take any combat feat as bonus feats, Intimidate as class skill; lose -1 skill/level, Knowledges as class skills; can multiclass between monk and Fighter freely.
*Raging Monk: Gain Rage, Greater Rage, Mighty Rage; lose Flurry of Blows, Still Mind, Greater Flurry, Quivering Palm; keeps Monk rage if multiclassing into barbarian (and becoming chaotic) and Monk and Barbarian levels stack for Rage.
*Steadfast Monk: Gain DR as Barbarian; lose Unarmored speed bonus, unarmored AC bonus (but not Wisdom bonus to AC when unarmored).
*Vigilent Monk: Gain Detect Chaos at will, Uncanny Dodge, Improved Uncanny Dodgel lose feats at L2 and 6.

Champions of the Divine
*Variant Paladins for non-evil alignments (LG=Paladin, NG=Sentinel, CG=Avenger, LN=Enforcer, TN=Incarnate, CN=Anarch)

Roles of the Ranger
*Urban Ranger: Lose Knowledge(Geography), Knowledge(Nature), Track; Gain Knowledge (Local), Gather Information, Stealthy, take Favored Enemy for organizations instead of races; Swap ranger spells for bard spells[/spoiler]

Dragon 311
[spoiler]Faces of Faith (Variant divine casters that count as Cleric levels and have clerical casting, but have different class features)
*Ancestral Speaker: Gains divination-type bonuses, does not need a Divine Focus, Resurrection spells cause target to lose less experience, bonus on skills interacting with spirits
*Arcane Disciple: Gains one arcane spell every level from the bard or wiz/sorc spell list one level lower than your maximum and gains all the spells of the Magic domain automatically.
*Aspirant: Gains ability to spontaneously convert one spell into another a limited number of times per day, divine counterspell, Shield of the Divine (Bonus AC scaling with level)
*Benevolent: Can spontaneously convert spells into a wider range of spells, Luck rerolls as per Luck domain power several times per day.
*Crusader: +4 bonus vs enemy god's worshippers, turn enemy's worshippers instead of undead, Bonus feats, Smite
*Evangelist: Domains and more domains

Changing Nature's Design (Variant divine casters that count as Druids and have druidic casting with different class features)
*Wild Reaper: Gain Fast Healing, bonus vs Death effects, Wild Shape, Animal Companion, Woodland Stride, Ability Damage Healing, Spontaneous casting (more than just summon spells), Timeless Body
*Wind Walker: Aerial Companion, Aerial Empathy, Zephyr Spellcasting, Air Domain, a lot of air SLAs instead of Wild Shape, Elemental Shape, Air spell immunity.
*Metal Master: Can use metallic gear, Spontaneous casting of metal spells, Mine Sense, Metal Sense, Damage Reduction, Major Creation, Timeless Body, Iron Body
*Winter Warden: Similar to druid, but gain Cold Casting, a series of cold spells as SLAs, Drift Stride, Trackless Step, Ice Step, Resistance to Cold, Wild Shape.[/spoiler]

Dragon 312
[spoiler]Blackguards (Evil Paladin Variants)
*Anti-Paladin (CE Paladin variant)
*Despot (LE Paladin variant)
*Corrupter (NE Paladin variant)

Among the Dead (Necromancer Wizard variants with different class features)
*Deathwalker (Slowly becomes lich-like instead of feats)
*Stitched Flesh (Learn to manipulate bodies instead of feats)
*Soul Reaper (Manipulates spirits instead of feats)

Assassin (Alternate Assassin PrCs)
*Opressor (Intimidation focus)
*Poisoner (Poison focus)
*Replacement Killer (Disguise focus)[/spoiler]

Dragon 317
[spoiler]Urban Druid (A druid variant that has Urban Shape, Crowdwalking, Alley Fighting, City Sense, Favored City, Urban Companion)[/spoiler]

Dragon 323
[spoiler]Specialist Familiars (Additional familiars with bonuses to wizard)[/spoiler]

Dragon 324
[spoiler]Filidh (Variant Wizard): Different skills, Bardic Knowledge, +CL for Divination spells; no feats, familiar or Scribe scroll.

Wild Defender (Variant Ranger): Loses Favored Enemy, Bonus Feats, Combat Style, Camouflage,
Hide in Plain Sight; Gains Smite Evil, Nature Lore, Trackless Step, Resist Nature's Lure, Rebuke Nature.

Wild Monk (Variant Monk): Has Flurry of Blows, Unarmed Strike, Evasion, Resist Nature's Lure, Ki Strike, Purity of Body, Wild Shape, Wholeness of Body, Improved Evasion, Diamond Body, Greater Flurry, Diamond Soul, Timeless Body, Tongue of Sun and Moon, Perfect Self.[/spoiler]

Dragon 326
[spoiler]Optional Ranger Combat Styles (Replaces combat styles at 2nd, 6th, 11th with the following)
*Beast-Wrestling Style: Improved Unarmed Strike, Improved Grapple, Stunning Fist
*Mounted Combat Style: Ride-By Attack, Spirited Charge, Trample
*Piscator Style: Exotic Weapon Proficiency (Net), Improved Trip, Improved Critical
*Strong Arm Style: Power Attack, Improved Sunder, Great Cleave
*Throwing Style: Quick Draw, Point Blank Shot, Far Shot[/spoiler]

Dragon 327
[spoiler]Animal Allies (Alternate Animal Companions: Moose, Flying Squirrel, Seahorse)[/spoiler]

Dragon 328
[spoiler]Peripheral Beliefs (Take flaw-like restrictions for minor benefits as a cleric such as always knowing north, save bonus vs sleep, save bonus vs poison/disease, cha bonus vs a sacred animal, cha bonus vs other followers of your god)

Storm Druid (Druid variant, spontaneously casts weather-type spells, immune to deafness, frightful presence, Thunder Strike, Wind Sense, Electrical Resistance, Improved Initiati   ve)[/spoiler]

Dragon 330
[spoiler]Umbragen (Drow Variant) racial substitution levels for Soulknife:
*L1: Mind Blade, Stealthy, Weapon Focus (Mind Blade)
*L6: Mind Blade Enhancement +1, Shadow Bow
*L9: Greater Weapon Focus (Mind Blade), Improved Shadow Bow

Implacable (Barbarian Variant)
*Loses Fast Movement, gains rage with DR.[/spoiler]

Dragon 331
[spoiler]Sidewinder Monk (Class Features: Bonus Feats, Flurry of Blows, Unarmed Strike, Evasion, Silver Tongue, Fast Movement, Sneak Attack +1d6/3 levels, Earthbound, Fangs (Natural Attack), Ki Strike, Wholeness of Body, Intimidating Stance, Improved Evasion, Diamond Body, Greater Flurry, Diamond Soul, Timeless Body, Tongue of Sun and Moon, Perfect Self)

Familiarity Breeds (Take Improved Familiar and use same normal familiar to get new benefits for your sorcerer, requires specific familiar and caster level combinations: Bat->Blindsense, Toad->Hallucinatory Perspiration(creatures biting you make fort vs confusion), Cat->Nine Lives (50% chance to stabilize), Toad->Regrow(Lay on Hands), Weasel->Scent, Raven->Second Memory(Reroll Knowledge checks), Rat->Self-Cannibalize(Sacrifice spell slot to convert lethal to nonlethal), Hawk or Owl->Tracker(+2 Move Silently, Low Light Vision))[/spoiler]

Dragon 332
[spoiler]Wyrmslayer Paladin (Can multiclass with Ranger, replaces Knowledge(Nobility and Royalty) with Knowledge(Arcana), gain uses of Resist Energy instead of Remove Disease)

That Which Does Not Kill (New Rogue talent options)
*Accurate Fall (Convert half fall damage to nonlethal)
*Fear Mirror(Reflect fear effects)
*Heart of Stone(DR vs Crits/Precision Damage)
*Ice in the Veins(Biting the rogue causes fatigue)
*Toxic Blood(Biting the rogue causes Con damage)

Claim Your Birthright (Replace sorcerer's familiar with Draconic Ray, deals damage and has secondary effects)

Alternative Spellbooks (New "spellbooks" for wizards: Hairbraids or weaves, Carvings, Tattoos)[/spoiler]

Dragon 333
[spoiler]Rage Cleric (Lose Turning, Domains, some weapon and armor proficiencies; Cannot be lawful, gains Rage, Greater Rage, Indominable Will, Tireless Rage, Mighty Rage, cleric and barbarian stack for rage progression)

The Mounted Druid (Gives Elk as an animal companion option)[/spoiler]

Dragon 334
[spoiler]The Janissary (Fighter variant; Gain Speak Language, Two Knowledges; Lose Handle Animal, Intimidate, Swim)

Worldly Styles (Monk combat styles)
*Kyokushkai Karate (Surival, Endurance, Toughness, Weapon Focus (unarmed strike), +6 HP)
*Wing Chun Kuen (Listen, Combat Reflexes, Cleave, Improved Critical (unarmed strike), Wis to Init when not surprised)
*Wushu (Tumble, Improved Initiative, Power Attack, Improved Feint, Half your monk level on feint checks)

That Which Does Not Kill Part 2 (Rogue talents)
*Adrenaline Rush (Treat one Strength check as 20 a day)
*Cartilaginous Skeleton (Bonuses on Escape Artist and Grapple)
*Enriched Bone Marrow (Make Fort saves to heal ability damage faster)
*Happier Days (May delay making will saves by daydreaming, leaving you helpless)
*Rainbow Stare (Bonus against some illusions)[/spoiler]

Dragon 335
[spoiler]Totem Druid (Totem Animal Companion, Nature Sense, Totem Shape, Wild Empathy, Natural Spell, Woodland Stride, Totem Shape, Trackless Step, Resist Nature's Lure, Venom Immunity, Timeless Body, A thousand faces)

Chaos Monk (Variant Monk: Has Bonus Feats, Flailing Strikes, Unarmed Strike, Evasion, Still Mind, Ki Strike, Slow Fall, Erratic Advance, Displacing Stance, Improved Evasion, Freedom of Thought, Greater Flailing, Diamond Soul, Quivering Palm, Timeless Body, Empty Body, Anarchic Self)[/spoiler]

Dragon 336
[spoiler]Mystic Ranger (Variant Bard: Gain spellcraft, cantrips, 5th level spells, gain other class features slower)

Poltergeists (Trade two cantrips for unique alternative cantrips: Crawling Coins, Fanfare, Frost Fingers, That'll Leave A Mark, The Pinch)[/spoiler]

Dragon 337
[spoiler]Harbinger (Variant Bard: Bardic Music grants Instill Fear, Encourage Failure, Dishearten, Dirge of Binding, Drain Prowess)

The Metered Style (Monk Style)
*Concentration, Defensive Metered Foot, Offensive Metered Foot, Toughness, May take 10 on any Strength or Dexterity based skill check.

Halfling Wizards (Halfling Wizard substitution levels)
*Alternative Spell (Learn a L1 spell from ANY list)
*Lore(Bardic Knowledge)
*Greater Alternative Spell(Learn a L5 or lower spell from ANY list)[/spoiler]

Dragon 338
[spoiler]Horselord (Barbarian variant: Gains Battle Ecstasy, Animal Companion(Mount), Improved Mounted Archery; Loses all Rage)

Backgrounds (Monk backgrounds: +1 damage vs objects, +1 bonus on Jump checks, +1 Knowledge(History), +1 vs Stunning Fist, or +1 vs Entangled)

Solstice Knight (Paladin Substitution Levels: L3: Aura of Courage, Blessed Radiance; L5: Darkvision, Strike of the Faithful, Special Mount)

Dwarf Rogues (Dwarf Rogue substitution levels: L1: Demolitionist, Trapfinding; L3: Expert Demolitionist, Trap Sense +1; L5: Rapid Demolitionist)[/spoiler]

Dragon 339
[spoiler]Sidhe Scholar (Variant Druid: Has Intelligentsia, Nature Sense, Wild One, Blessing of the Fey, Sylvan Gifts, Otherworldly Shifting, Wild Shape, Dark Moon's Secret, Venom Immunity, Sylvan Craft, A Thousand Faces, Timeless Body)[/spoiler]

Dragon 340
[spoiler]The Eternal Light (Substitution levels)
*Illuminated Monk (L1: Bonus Feat(Skill Focus), Flurry of Blows, Unarmed Strike; L2: Bonus Feat(Negotiator or Investigator), Evasion; L6: Meditative Focus, Slow Fall 30 ft)
*Paladin of Light (L1: Aura of Good, Detect Night Creatures, Smite Evil 1/day; L2: Cooling Touch, Divine Grace; L6: Remove Curse 1/week)

Eye of the Night (Substitution levels)
*Moon-Warded Ranger (L2: Armor of the Senses; L6: Skin of the Moon; L11: Indomitable Mind)
*Lunar Rogue (L4: Raging Rogue; L8: Changing Rogue; L10: Empowered Rogue)[/spoiler]

Dragon 341
[spoiler]The Ties that Bind (Two new vestige options: Kas the Bloody Handed, Primus the one and the Prime)

Familiar Flavoring (New familiars with bonuses: Chameleon, Crow, Dark Chanting Goshawk, Dog, Flying Fox, Great Horned Owl, Iguana, King Cobra, Monkey, Night Lizard, Platypus, Rabbit, Squirrel, Vampire Bat)

Martial Cultures (Variant Barbarian and Rangers)
*Dwarf Barbarian (Lose Stonecunning and Bonus vs Orcs/Goblins to get +1 attack/damage vs aberrations and undead while raging)
*Dwarf Ranger (Lose Stonecunning, Skill bonuses, AC vs Giants to get scaling AC bonus vs Favored Enemies)
*Elf Barbarian (-2 on Initiative, but gain Rapid Shot while raging)
*Elf Ranger (Gain a favored terrain, but take -1 on Int and Wis-based skills outside it)
*Gnome Barbarian (Lose normal SLAs, gain Cure Minor Wounds, Guidance, Jump and Resistance (self only) as SLAs)
*Gnome Ranger (Lose all SLAs but Speak With Animals, gain Create Water, Detect Poison, Purify Food and Drink as SLAs)
*Half Elf Barbarian (Switch +2 bonuses on Diplomacy and Gather Information to Intimidate and Survival)
*Half Elf Ranger (Switch +2 bonuses on Diplomacy and Gather Information to Handle Animal and Ride)
*Half Orc Barbarian (Become permanently illiterate and never take Knowledge skills; gain +2 on Intimidation and Survival)
*Half Orc Ranger (Gain Favored Enemy (Orc) or (Human) but take Charisma penalty with that race)
*Halfling Barbarian (Lose bonuses to Climb, Jump, Move Silently; gain scaling bonus to Hide)
*Halfling Ranger (Lose luck bonus to saves; gain scaling bonus to saves vs their favored enemies)[/spoiler]

Dragon 342
[spoiler]Halfling Barbarian (Racial Substitution Levels: L1: Halfling Rage (Lose +1 Size to AC and gain Powerful Build while raging), L3: Ritual Scaring (+Intimidation instead of Trap Sense), L5: Bigger Than Life (No penalty on Intimidation from size instead of Uncanny Dodge))[/spoiler]

Dragon 344
[spoiler]Anagakok (Variant Specialist Wizard: Good Fortune, Illiteracy, Spontaneous Casting(Endure Elements), Wilderness Lore, considered specialist in "spells related to survival in harsh climates" and gain spells not normally accessible to wizards.)[/spoiler]

Dragon 346
[spoiler]Scout Feats and Options
*Light Cavalry (Lose Fast Movement, Camoflage, Hide in Plain Sight, Free Movement; Gain Special Mount, special mount bonuses)
*Sniper (Lose Skirmish, Fast Movement; Gain Snipe, which is precision damage against targets 60 feet or further away)

Sacred Enforcers (Monk fighting styles)
*Sacred Path of Heironeous (Diplomacy, Endurance, Negotiator, Weapon Specialization(Longsword), Flurry with longswords)
*Sacred Path of Hextor (Intimidate, Endurance, Persuasive, Weapon Specialization (Flail), Flurry with flails)
*Sacred Path of Moradin (Balance, Improved Sunder, Cleave, Diehard, Half monk level to sunder damage)
*Sacred Path of St. Cuthbert (Survival, Track, Alertness, Power Attack, Natural 20s on attack rolls inflict -1 on saves and AC for half monk level in rounds)
*Sacred Path of Wee Jas (Use Magic Device, Improved Initiative, Skill Focus(Use Magic Device), Half monk level to UMD checks)
*Sacred Path of Yondalla (Jump, Improved Initiative, Weapon Finesse, Mobility, +1 on Saves after Flurrying for one round)
Monk Alternate Class Features:
*Sacred Strike (Lose Ki Strike, Improved Evasion, gain Smite Good/Chaos/Evil 1+Wisdom times per day, later gains stun and blind)
*Unwavering Dedication (Lose Still Mind, can multiclass with Paladin, Cleric or Blackguard)
*Wholeness of Others (Lose Wholeness of Body, gain Lay on Hands equivalent (but not on yourself))[/spoiler]

Dragon 347
[spoiler]Lost Ones (Variants for divine characters who've lost their faith)
*Domain Focus (L1 Cleric: Lose one domain, spells on that domain are no longer on your spell list at all; gain double effect on remaining domain granted power (double bonus or double uses),
*Focused Animal (L1 Druid: Lose trackless step, wild shape, woodland stride; gain continuous Speak with Animals, Count as druid two levels higher for your animal companion)
*Power of the Self (L4 Paladin: Lose Divine Grace, Divine Health, Special Mount; Gain bonus fighter feats every four levels)
*Solitary Hunting (L1 Hunter: Lose animal companion; gain Favored Enemy bonus on attack rolls)[/spoiler]
 
Dragon 348
[spoiler]Unfamiliar Territory (Alternate class features for any class with a familiar)
*Arcane Reabsorption (Lose familiar; If you fail a Spell Resistance check, make a Spellcraft check to regain the spell as if you had not cast it)
*Focus Caster (Loser familiarl; Bond to object, gain proficiency with that object, object becomes focus for your spells, gain one of various school-themed benefits, doesn't require specialization)
*Marshal of Battle (Optional updates to the Marshal cass for Heroes of Battle: Add Profession (Siege Engineer) to class skills, update to how Auras work, Marshals know half their level of auras, Marshals must know certain prerequisites for certain auras, there are only auras (ignore minor vs major), list of new commander auras (Artful, Brawling, Cavalry, Charioteer, Guard, Guerilla, Hardy, Inspiring, Naval, Picket, Rampart, Siege, Volley), uses Command ratings)[/spoiler]

Dragon 349
[spoiler]Law and Chaos (Alternate class features for barbarians and paladins)
For Barbarians:
*City Brawler (L1: Lose proficiency with martial weapons, medium armor, shields; gain Improved Unarmed Strike, Two-Weapon Fighting while unarmed with Improved later)
*Dashing Step (L3: Lose trap sense; No penalty on AC on charges)
*Devil's Luck (L6: Lose DR; gain luck bonus to saves equal to amount of DR you would have had)
*Fearsome Gaze (L7: Lose Indomitable Will, Trap Sense reduced by 1; +4 on Intimidation, use Strength for Intimidation)
*Relentless Smash (L20: Lose Mighty Rage; If you confirm a critical or hit an enemy three times in a round, they're stunned (no save) for 1d3 rounds AND they make a fortitude save (DC 10+Damage Taken) or be knocked prone)
*Unshakable (L5: Lose improved uncanny dodge; gain immunity to fear)
For Paladins:
*Angel's Sight (L3: Lose Divine Health; gain Darkvision and Low-Light Vision)
*Aura of Banishment (L6: Lose Remove Disease; evil outsiders cannot be summoned near you as easily)
*Aura of Sanctity (L4: Lose Turn/Rebuke Undead; Become immune to compulsion, death or petrification. Nearby allies gain +4 on rolls vs same.)
*Gaze of Truth (L1: Lose Detect Evil; Gain Detect Lies)
*Hunter of Fiends (L1: Lose Smite Evil; Gain Favored Enemy (Outsider(evil))
*Smiting Arrow (L1: Lose heavy armor and shield proficiency; your Smite Evil can be used on ranged attacks to 30 feet)
*Sword of Celestia (L5: Lose special mount; gain a magical weapon forged in celestia)[/spoiler]

Dragon 350
[spoiler]Beast Soulmelds (New Soulmelds: Broodkeeper's Heart, Chaos Roc's Span, Gravorg Tail)[/spoiler]

Dragon 351
[spoiler]Dragonmarks - Sorcerers in Eberron (Alternate class features for Eberron sorcerers)
*Alternate Feat: Dragonmarked Sorcerer (Gain a nonfunctional dragonmark, but add the SLAs to your Sorcerer list)
*Blood of Eberron (Change list of class skills, do not gain familiar; gain animal companion as druid half your level and druid/ranger/sorcerer stack for animal companion, natural spell works with any polymorph effect)
*Blood of Khyber (Change list of class skills, do not gain familiar; +1 CL on Conjuration(Summoning) and Transmutation spells, -1 CL on Abjuration or Divination spells, cannot be good)
*Blood of Siberys (Change list of class skills, do no gain familiar: +4 to Charisma for purposes of spells per day and maximum spells available, but not save DCs or skill checks)

The Clockwork Disciple (Alternate Monk class feature; L3: Lose Slow Fall and 6th level feat; can crit on constructs with unarmed strikes, can use stunning fist and quivering palm on constructs)[/spoiler]

Dragon 352
[spoiler]Criminal Specialists (Take certain skills, ban two others, gain a special bonus at a given level, aimed at rogues but anyone can take them)[/spoiler]

Dragon 353
[spoiler]Spellthief Substitutions (Alternate class features for Spellthieves)
*Cursed Blow (L5: Lose one die of sneak attack; when sneak attacking, you can spend a spell slot as a free action to curse the target's attacks, saves, skills by the level expended for level of spells in rounds)
*Hamper Magic (L3: Lose steal energy resistance, steal spell-like ability; gain ability to damage someone's caster level)
*Spelleater (L7: Lose Absorb Spell; Gain ability to eat an absorbed spell for 2 HP/spell level)
*Spellskill (L4: Spellcasting ability; Spell-skill grants enhancement bonus to skills)
*Trickster (L1: -2 Skill poins per level; Gain spellcasting as per a bard, caster level equals class level)

No Turning (Cleric variants, all these replace Turning at L1)
*Cultist (+2 bonus on Bluff, immune to spells that discover lies such as Discern Lies)
*Evangelist (+2 Diplomacy, 2/day Comprehend Languages, 1/day Tongues)
*Fanatic (+2 Intimidate, 1/day True Strike)
*Healer (+2 Heal, casting healing spells on other people gives you +2 Sacred AC/+2 Concentration to cast defensively)
*Justicar (+2 Sense Motive, Creatures you drop to negative HP automatically stabilize)
*Mystic (One extra spell per day one level lower than your maximum)
*Relic Hunter (1+Wisdom to Reflex vs Traps and Knowledge(Dungeoneering), Search are class skills)
*Sage (+2 Knowledge(Religion), can reroll Knowledge checks)
*Scribe (Gain Scribe Scroll, make scrolls for less cost)
*Shaman (Animal companion of half your level)
*Theologian (+2 Knowledge(Religion), +2 vs Divine Spells while holding holy symbol)
*Wanderer (Knowledge(Geography), Knowledge(Local), Speak Langauge and Survival are class skills, Endurance as bonus feat)
*Warrior Priest (Sudden Quicken 1/day for a spell targetting your weapon, shield or armor)
*Weaponmaster (+2 Craft(Weaponsmith), do not need a free hand to cast spells while holding deity's weapon)[/spoiler]

Dragon 354
[spoiler]Elements of Surprise (Variant Ninjas)
*Blinding Flash (L2: Lose Ghost Step; Gain ability to blind foes)
*Deceptive Mist (L2: Lose Ghost Step; Gain ability to create Obscuring Mist/Solid Fog)
*One With The Earth (L2: Lose Ghost Step; Gain ability to Meld Into Stone, burrow)[/spoiler]
 
Dragon 355
[spoiler]Way of the Shackled Beast
*Way of the Shackled Beast Style (Jump, Fear No Binds, Beast Strike, Disruptive Strike, Use Flurry of Blows with a charge)

Eldritch Warriors (Alternate class features for Fighters)
*Armored Savant (L1: Lose feat; ignore weight of armor for encumberance, armor slows you down as if one category lighter, maximum dexterity bonus +1, half normal ACF)
*Bonded Armor (L8: Lose feat; Bond to suit of armor, speeding donning and removing to full action, scaling insight to AC when worn)
*Eldritch Grace (L4: Evasion against spells and magical effects while only lightly encumbered)
*Eldritch Juggernaut (L18: Lose feat; gain spell resistance 11+HD in medium or heavy armor)
*Fortification (L10: Lose feats at L10,14,18; Gain Light, Medium, Heavy Fortificiation)
*Warrior of Air (L2: Lose feats at L2,6,12,20; Gain Electricity Resistance 5/10/20, Feather Fall, Freedom of Movement, Deal extra electrical damage on melee/unarmed attacks)
*Warrior of Earth (L2: Lose feats at L2,6,12,20; Gain Acid Resistance 5/10/20, Magic Stone, Deal extra acid damage on melee/unarmed attacks, Stone Shape)
*Warrior of Fire (L2: Lose feats at L2,6,12,20; Gain Fire Resistance 5/10/20, Burning Hands, deal extra fire damage on melee/unarmed attacks; Fire Shield (self only)
*Warrior of Water (L2: Lose feats at L2,6,12,20; Gain Cold Resistance 5/10/20, Obscuring Mist, Deal extra cold damage on melee/unarmed attacks, Water Breathing)[/spoiler]

Dragon 357
[spoiler]Gazing into the Abyss (New Vestiges: Ansitif the Befouler, Astaroth, Cabiri the Watching Master)
Transversed Arcana (Alternate Class Features for arcanists)
*Aligned Spellcaster (L1/4: Lose familiar; Spells you cast gain one of your non-neutral alignments as a descriptor and gain +1 CL against enemies of opposite alignment subtype)
*Beleagered Spellcaster (L1/4: Lose familiar; If you take more than 3xCL, next spell is automatically maximized or extended for free.)
*Disciple of Boccob (L1/4: Lose familiar; Take item creation feats one level sooner, items you create act as +1 CL for free, cannot destroy magic items or lose spellcasting for several days)
*Eidetic Spellcaster (L1: Lose familiar, Scribe Scroll; Don't use a spellbook, you instead use incense to scribe your scrolls)
*Impromptu Metamagic (L1/4: Lose familiar; Chose one metamagic feat each morning, no level increase when applying it, usable 4-Level Increase times a day)
*School Mastery (L1/4: Lose familiar; Choose a school (does not require specialization, but is your specialist school if you are), gain benefit related to that school)

Plant Companions (New abilities that cost progression in your animal companion's secondary bonuses)
*Alacrity (Extra attack; 2 levels)
*Bioluminescent (Glow in the dark; 1 level)
*Blindsight (30 feet; 2 levels)
*Blunting Mold (If attacks, attacker's weapon deals half damage until cleaned; 3 levels)
*Bonus Feat (Any feat; 1 level)
*Cactus Spurs (Grappling deals damage; 1 level)
*Darkvision (60 feet; 1 level)
*Distracting Pollen (Create concealment cloud; 2 levels)
*Eldritch Fibers (Overs DR/Magic; 1 level)
*Growth Spurt (Increases to large size; 3 levels)
*Ironbark (Natural Armor +3, 2 levels)
*Mirrored Bark (+2 AC vs Rays, +2 Reflex vs Spells/SLAs; 2 levels)
*Oakenbough (Strength +2, Constitution +2; +2 levels)
*Poisonous (Gains a poison attack; +3 levels)
*Powerful (+1 HD; +1 level)
*Roots (Fast Healing 1; +3 levels)
*Scent (As the ability; 1 level)
*Spines (Ranged attack; 1 level)
*Sticky Sap (Attackers must make strength checks to free their weapons; 5 levels)
*Swift (Speed +10; 2 levels)
*Tendrils (Reach doubles; 2 levels)
*Thorns (Every attack deals +1 damage and is piercing; 1 level)
*Tremorsense (60 feet; 1 level)[/spoiler]

Dragon 358
[spoiler]Beyond Kung-Fu (Monk styles)
*Buddhist Monk (Sense Motive, Iron Will, Combat Expertise, Intuitive Attack, +5 on Still Mind)
*Franciscan Friar (Heal, Self-Sufficient, Vow of Chastity, Die Hard, Gain several Cleric SLAs)
*Knight Hospitaller (Spot, Weapon Focus (Any), Combat Expertise, Weapon Specialization (Same as Focus), Can use Combat Expertise on allies)
*Shinto Monk (Knowledge(Nature), Animal Affinity, Vow of Purity, Nymph's Kiss, Animal Companion using 1/3 Monk Level as Druid Level)[/spoiler]
 
« Last Edit: October 09, 2010, 02:19:58 AM by Rooster »

The_Mad_Linguist

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Re: Alternative Class Features
« Reply #36 on: October 09, 2010, 07:28:48 AM »
Woah, prestige races (dragon 304) are OGC.  Anyone want to type it up?
Linguist, Mad, Unique, none of these things am I
My custom class: The Priest of the Unseen Host
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Rebel7284

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Re: Alternative Class Features
« Reply #37 on: October 11, 2010, 02:11:16 PM »
Many thanks Rooster.
Negative level on a chicken would make it a wight the next day.  Chicken the other wight meat. -borg286

Monotremeancer

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Re: Alternative Class Features
« Reply #38 on: October 11, 2010, 02:43:19 PM »
Woah, prestige races (dragon 304) are OGC.  Anyone want to type it up?
I might just do that, looking at them now and they seem like something that might be worth it if you can take a flaw to gain the required Sculpt Self feat
Who cares for realism when you can be awesome?

The_Mad_Linguist

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Re: Alternative Class Features
« Reply #39 on: October 11, 2010, 02:48:55 PM »
Woah, prestige races (dragon 304) are OGC.  Anyone want to type it up?
I might just do that, looking at them now and they seem like something that might be worth it if you can take a flaw to gain the required Sculpt Self feat
I actually found a typed up version online and posted it in the guide to free DnD thread.

Honestly, though, the names are pretty silly.  Sodden Creature?
« Last Edit: October 11, 2010, 02:51:41 PM by The_Mad_Linguist »
Linguist, Mad, Unique, none of these things am I
My custom class: The Priest of the Unseen Host
Planetouched Handbook
Want to improve your character?  Then die.