Author Topic: [3.5] Class Fixes  (Read 7293 times)

Offline Prime32

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[3.5] Class Fixes
« on: November 05, 2011, 10:17:55 PM »
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:
Monk
Paladin
Ranger
Warlock (also works as a soulknife fix)
Warmage
Wizard/Sorcerer (minor changes)
Warblade/Swordsage (minor changes)
« Last Edit: November 03, 2012, 07:27:15 PM by Prime32 »

Offline Prime32

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Re: [3.5] Class Fixes
« Reply #1 on: November 05, 2011, 10:18:19 PM »
Divine Champion (Paladin)

Hit Die: d10

Class Skills: The paladin’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (nobility and royalty) (Int), Knowledge (religion) (Int), Perform (oratory) (Cha), Profession (Wis), Ride (Dex), and Sense Motive (Wis).
Skill Points per Level: 2 + Int modifier.

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

  • Code of Conduct: A paladin must be of good alignment and loses all class abilities if he ever changes to a non-good alignment. Additionally, a paladin’s code requires that he act with honor (not lying, not cheating, not using poison, and so forth), help those in need (provided they do not use the help for evil ends), and punish those who harm or threaten innocents (though the severity of this punishment is up to him). If a paladin willingly breaks his code, he is sickened for 24 hours or until he receives an 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): The power of a paladin’s aura of good (see the 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.
(click to show/hide)

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): Beginning at 2nd level, a paladin with a Wisdom score of 12 or higher can heal wounds (his own or those of others) by touch. Each day he can heal a total number of hit points of damage equal to quadruple his paladin level × his Wisdom modifier. A paladin may choose to divide his healing among multiple recipients, and he doesn’t have to use it all at once. Using lay on hands is normally a standard action - a paladin may use this ability as a swift action by halving he damage healed.

Alternatively, a paladin can use any or all of this healing power to deal damage to undead creatures. Using lay on hands in this way requires a successful melee touch attack and doesn’t provoke an attack of opportunity. The paladin decides how many of his daily allotment of points to use as damage after successfully touching an undead creature. If a paladin succesfully smites an undead creature, he may use lay on hands against it as a free action as part of the attack.

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): Upon reaching 5th level, a paladin gains the service of an unusually intelligent, strong, and loyal steed to serve him in his crusade against evil. This mount is usually a heavy warhorse (for a Medium paladin) or a warpony (for a Small paladin).

At any time, a paladin may magically call his mount from the celestial realms in which it resides as a swift action. This ability is the equivalent of a spell of a level equal to one-half the paladin’s level. The mount appears adjacent to the paladin after 1 round and remains indefinitely; it may be dismissed at any time as a free action. The mount is the same creature each time it is summoned, though the paladin may release a particular mount from service.

The paladin's mount heals rapidly - ten minutes in the celestial realms is sufficient to restore it to full health. The mount appears wearing or carrying any gear it had when it was last dismissed. Calling a mount is a conjuration (calling) effect.

Should the paladin’s mount die, it immediately disappears, leaving behind any equipment it was carrying. The paladin may not summon another mount for thirty days or until he gains a paladin level, whichever comes first, unless the mount is somehow returned from the dead.

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.

Offline Prime32

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Re: [3.5] Class Fixes
« Reply #2 on: November 05, 2011, 10:18:34 PM »
Ranger
Make the following changes and additions:
Quote
Lv        Class Features
11st favored enemy, Animal companion, Track, Wild empathy
2Combat Style
3Endurance, Skirmish +1d6
4Spells
52nd favored enemy, Skirmish +1d6/+1
6Improved combat style
7Skirmish +2d6/+1, Woodland stride
8Swift tracker
9Evasion, Skirmish +2d6/+2
103rd favored enemy
11Combat style mastery, Skirmish +3d6/+2
12Camouflage
13Skirmish +3d6/+3
14Blindsense
154th favored enemy, Skirmish +4d6/+3
16Combat style perfection, Hide in plain sight
17Skirmish +4d6/+4
18Free movement
19Skirmish +5d6/+4
205th favored enemy

Animal Companion (Ex): At 1st level, a ranger gains an animal companion selected from the following list: badger, camel, dire rat, dog, riding dog, eagle, hawk, horse (light or heavy), owl, pony, snake (Small or Medium viper), or wolf. If the campaign takes place wholly or partly in an aquatic environment, the following creatures may be added to the ranger’s list of options: manta ray, porpoise, Medium shark, and squid. This animal is a loyal companion that accompanies the ranger on his adventures as appropriate for its kind.
This ability functions like the druid ability of the same name - the ranger’s effective druid level is equal to his ranger 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.

Favored Enemy (Ex): At 1st level, a ranger may select a type of creature from among those given on Table: Ranger Favored Enemies. The ranger gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against creatures of this type. Likewise, he gets a +2 bonus on weapon damage rolls against such creatures. In addition, his attacks and ranger spells ignore immunities granted to those creatures as a result of their type (eg. a ranger with favored enemy: undead could sneak attack or poison undead; he could frighten a vampire, but not a zombie since a non-undead zombie is still mindless).
At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an additional favored enemy from those given on the table. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by 2.
If the ranger chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype, as indicated on the table. If a specific creature falls into more than one category of favored enemy, the ranger’s bonuses do not stack; he simply uses whichever bonus is higher.

Combat Style (Ex): Rangers gain the benefits of both archery and two-weapon fighting styles. They need not select one. In addition, rangers in light or no armor can draw or sheathe weapons as a free action, as if they had the Quick Draw feat. Finally, when a ranger gains the ability to cast spells, his weapons gain a +1 enhancement bonus per four caster levels as long as he wears light or no armor (this ability functions only while they are wielded by the ranger, not by others).

Skirmish (Ex): At 3rd level a ranger's attacks deal +1d6 damage in any round he moves more than 10ft, +1d6 per four levels beyond 3rd (to a maximum of +5d6 at 19th level). This is considered precision damage, like a rogue's sneak attack. When a ranger gains the ability to cast spells, he adds his number of skirmish dice as a bonus to his spells' save DCs, as long as he has moved 10ft in the round he casts the spell (eg. A 7th level ranger with +2d6 skirmish damage would add +2 to his spell DCs).
In addition, at 5th level and every 4th level thereafter, a ranger gains a +1 competence bonus to AC in any round he moves more than 10ft (to a maximum of +4 at 17th level).

Spells: Beginning at 4th level, a ranger gains the ability to cast a small number of divine spells, which are drawn from the ranger spell list. A ranger must choose and prepare his spells in advance (see below).
To prepare or cast a spell, a ranger must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a ranger’s spell is 10 + the spell level + the ranger’s Wisdom modifier. A ranger's spells are automatically Quickened, as if he had applied the Quicken Spell metamagic feat.
Like other spellcasters, a ranger can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Ranger. In addition, he receives bonus spells per day if he has a high Wisdom score. When Table: The Ranger indicates that the ranger gets 0 spells per day of a given spell level, he gains only the bonus spells he would be entitled to based on his Wisdom score for that spell level. The ranger does not have access to any domain spells or granted powers, as a cleric does.
A ranger prepares and casts spells the way a cleric does, though he cannot lose a prepared spell to cast a cure spell in its place. A ranger may prepare and cast any spell on the ranger spell list, provided that he can cast spells of that level, but he must choose which spells to prepare during his daily meditation.
Through 3rd level, a ranger has no caster level. At 4th level and higher, his caster level is equal to his ranger level.

Blindsense (Ex): At 14th level, a ranger gains the blindsense ability out to 60 feet.

Combat Style Perfection (Ex): At 16th level, while wearing light or no armor, a ranger reduces the penalties for Two-Weapon Fighting, Rapid Shot and Manyshot by 2 (minimum -0).

Free Movement (Ex): At 18th level and higher, a ranger can slip out of bonds, grapples, and even the effects of confining spells easily. This ability duplicates the effect of a freedom of movement spell, except that it is always active. A ranger loses this benefit when wearing medium or heavy armor or when carrying a medium or heavy load.
« Last Edit: November 05, 2012, 12:10:16 PM by Prime32 »

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Re: [3.5] Class Fixes
« Reply #3 on: November 05, 2011, 10:18:52 PM »
Warlock

Hit Die: d6

Class Skills: The warlock’s class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Disguise (Cha), Intimidate (Cha), Jump (Str), Knowledge (arcana) (Int), Knowledge (nature) (Int), Knowledge (the planes) (Int), Knowledge (religion) (Int), Profession (Wis), Sense Motive (Wis), Spellcraft (Int) and Use Magic Device (Cha).
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.

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Re: [3.5] Class Fixes
« Reply #4 on: November 05, 2011, 10:19:14 PM »
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), Jump (Str), Knowledge (arcana) (Int), Knowledge (history) (Int), Profession (Wis), Spellcraft (Int) and Tumble (Dex).
Skill Points per Level: 2 + Int modifier.

BAB: Poor
Saves: Fort poor, Ref good, 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, Improved concentration (move)
9Metamagic effect
10Augment +3
11Advanced learning
12Improved concentration (swift), Metamagic effect
13Armoured Mage (heavy)
14Advanced learning
15Augment +4, Metamagic effect
16Improved concentration (free)
17Advanced learning
18Metamagic effect
19Overwhelming force
20Augment +5, Improved concentration (double)

Spells: A warmage can cast a warmage spell in place of an attack, as long as the combined levels of spells he casts as part of a single action does not exceed his highest spell level. Eg. a warmage with 9th-level spells and +11 BAB could take a full attack action to cast two 4th-level spells and a 1st-level spell. This ability treats the spell as a weapon, and thus cannot be used when the character must attack with specific weapons (such as during a flurry of blows).
The warmage can even dual-wield spells. Treat the spells as light weapons, and apply half the normal TWF penalties as a penalty to caster level and save DC (in addition to the normal penalties if the spell has an attack roll); this may result in a caster level too low to cast a particular spell.
The warmage can use this ability as part of an attack of opportunity, but only for melee touch spells. A character with warmage spell slots remaining for the day threatens squares even while unarmed.

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.

Improved Concentration (Ex): At 8th level, once per round you can maintain concentration on a spell as a move action. This improves to a swift action at 12th level and a free action at 16th level. At 20th level you may use this ability twice per round.

Overhelming Force (Su): At 19th level the warmage's spells ignore spell resistance.
« Last Edit: February 03, 2012, 08:23:50 AM by Prime32 »

Offline Prime32

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Re: [3.5] Class Fixes
« Reply #5 on: November 05, 2011, 10:19:42 PM »
Wizard, Archivist + Wu Jen
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: December 09, 2011, 09:22:15 PM by Prime32 »

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Re: [3.5] Class Fixes
« Reply #6 on: November 05, 2011, 10:20:00 PM »
Warblade + Swordsage
You do not need to ready maneuvers. All of your maneuvers known are considered readied at the start of an encounter.

Crusader
You do not need to ready maneuvers. All of your maneuvers known are considered readied at the start of an encounter.
As a move action you can focus to choose which maneuver is granted to you at the end of your turn, rather than having it granted randomly.
« Last Edit: January 14, 2012, 07:31:53 PM by Prime32 »

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Re: [3.5] Class Fixes
« Reply #7 on: December 08, 2011, 08:52:50 PM »
Monk

Hit Die: d8

Class Skills: The monk's class skills (and the key ability for each skill) are Autohypnosis (Wis), Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Hide (Dex), Jump (Str), Knowledge (arcana) (Int), Knowledge (psionics) (Int), Knowledge (religion) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Spot (Wis), Swim (Str), and Tumble (Dex).
Skill Points per Level: 4 + Int modifier.

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

Quote
Lv        Class Features
1AC Bonus (Wis), Bonus feat, Flurry of blows, Masterwork body, Unarmed strike (1d6)
2Bonus feat, Evasion
3Fast movement +10ft, Intuitive attack, Still mind
4Ki strike (magic), Pounce, Slow fall, Unarmed strike (1d8)
5AC Bonus (Wis +1), Intuitive technique, Purity of body
6Acrobatics, Bonus feat, Fast movement +20ft
7Path I, Wholeness of body 1
8Quickened Strike I, Unarmed strike (1d10)
9Dispelling Palm, Fast movement +30ft, Improved evasion
10AC Bonus (Wis +2), Ki strike (alignment), Wholeness of body 2
11Diamond body, Greater flurry
12Abundant step, Fast movement +40ft, Quickened Strike II, Unarmed strike (2d6)
13Diamond Soul, Wholeness of body 3
14Improved Acrobatics, Path II
15AC Bonus (Wis +3), Fast movement +50ft, Quivering Palm
16Ki strike (damage reduction), Quickened Strike III, Unarmed strike (2d8), Wholeness of body 4
17Timeless body, Tongue of the sun and moon
18Fast movement +60ft, True Sight
19Empty body, Wholeness of body 5
20AC Bonus (Wis +4), Perfect self, Unarmed strike (2d10)

Weapon and Armor Proficiency: Monks are proficient with the club, dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shuriken, siangham, sling and unarmed strike. In addition these weapons are considered "monk weapons", which grant the monk additional options. If the monk uses the Exotic Weapon Proficiency feat to gain proficiency in a weapon then he may also treat that weapon as a monk weapon.
Monks are not proficient with any armor or shields. When wearing armor, using a shield, or carrying a medium or heavy load, a monk loses his AC bonus, as well as his fast movement and flurry of blows abilities.

AC Bonus (Ex): When unarmored and unencumbered, the monk adds his Wisdom bonus (if any) to his AC. In addition, a monk gains a +1 bonus to AC at 5th level. This bonus increases by 1 for every five monk levels thereafter (+2 at 10th, +3 at 15th, and +4 at 20th level). These bonuses to AC apply even against touch attacks or when the monk is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.

Flurry of Blows (Ex): When unarmored, a monk may strike with a flurry of blows at the expense of accuracy. When doing so, he may make one extra attack in a round at his highest base attack bonus, but this attack takes a -2 penalty, as does each other attack made as part of that action. When a monk reaches 5th level, the penalty lessens to -1, and at 9th level it disappears. A monk may perform a flurry of blows whenever he could make one or more attacks, but cannot apply multiple flurries to the same action.
When using flurry of blows a monk may attack only with monk weapons, but may attack with multiple weapons interchangeably as desired. When using weapons as part of a flurry of blows, a monk applies his Strength bonus (not Str bonus × 1½ or ×½) to his damage rolls for all successful attacks, whether he wields a weapon in one or both hands. The monk can’t use any weapon other than a monk weapon as part of a flurry of blows.

Masterwork Body (Ex): A monk's natural attacks and body are treated as masterwork weapons and armor respectively, and may be enchanted as magic items. If he does not do so, he still gains a +1 enhancement bonus on attack rolls for using a masterwork weapon.

Unarmed Strike: At 1st level, a monk gains Improved Unarmed Strike as a bonus feat. A monk’s attacks may be with either fist interchangeably or even from elbows, knees, and feet. This means that a monk may even make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a monk striking unarmed - a monk may thus apply his full Strength bonus on damage rolls for all his unarmed strikes.
Usually a monk’s unarmed strikes deal lethal damage, but he can choose to deal nonlethal damage instead with no penalty on his attack roll. He has the same choice to deal lethal or nonlethal damage while grappling.
A monk’s unarmed strike is treated both as a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.
A monk also deals more damage with his unarmed strikes than a normal person would, as shown above. Large or Small monks deal more or less damage as shown:
LevelDamage
(Small Monk)
Damage
(Large Monk)
1st-3rd1d41d8
4th-7th1d62d6
8th-11th1d82d8
12th-15th1d103d6
16th-19th2d63d8
20th2d84d8

Bonus Feat: At 1st level, a monk may select either Improved Grapple or Stunning Fist as a bonus feat. At 2nd level, he may select either Combat Reflexes or Deflect Arrows as a bonus feat. At 6th level, he may select either Improved Disarm or Improved Trip as a bonus feat. A monk need not have any of the prerequisites normally required for these feats to select them.

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

Fast Movement (Ex): From 3rd level on, a monk gains an insight bonus to his speed, as shown above. A monk in armor or carrying a medium or heavy load loses this extra speed. As this is not an enhancement bonus, it stacks with magic items which improve speed.

Intuitive Attack (Ex): At 3rd level, a monk may use his monk AC bonus (Wis modifier +1 at every 5th monk level) in place of his Strength or Dexterity modifier on attack and damage rolls with monk weapons.

Still Mind (Ex): A monk of 3rd level or higher may roll twice on saving throws against spells and effects from the school of enchantment and choose the better of the two results.

Ki Strike (Su): At 4th level, a monk’s attacks are empowered with ki. His attacks with monk weapons are treated as magic ghost touch weapons for the purpose of striking incorporeal creatures and dealing damage to creatures with damage reduction. Ki strike improves with the character’s monk level. At 10th level, his monk weapons are also treated as weapons of his alignment. At 16th level, his monk weapons ignore all damage reduction and hardness.

Slow Fall (Ex): At 4th level, a monk within arm's reach of a wall can use it to slow his descent. He never takes falling damage as long as he is capable of reaching a wall.

Pounce (Ex): At 4th level, a monk can make a full attack at the end of a charge.

Intuitive Technique (Ex): At 5th level, a monk may use his monk AC bonus (Wis modifier +1 at every 5th monk level) in place of his Strength or Dexterity modifier for special attacks such as trip and grapple, as well as determining the DCs of his special attacks based on Strength, Dexterity or Wisdom.

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

Acrobatics (Ex): At 6th level, a monk can move along non-solid or vertical surfaces as if they were solid ground, and can even make jumps from such places. If he does not end his turn on a solid surface he falls as normal.

Path (Ex): At 7th level a monk gains a bonus based on whether he selected Stunning Fist or Improved Grapple as a bonus feat at 1st level. If he selected Stunning Fist then targets of his Stunning Fist are both stunned and dazed for 1 round. If he selected Improved Grapple then he gains +2 Strength and may treat his size category as one larger whenever it is more convenient to do so.
At 14th level this ability further advances. If he selected Stunning Fist then targets of his fist are also paralysed for 1 round and staggered for 2 rounds (these durations overlap, not stack). If he selected Improved Grapple then his previous Path bonuses are doubled to +4 Strength and +2 size categories.

Wholeness of Body (Ex): At 7th level, a monk gains fast healing 1. This fast healing improves by +1 at every 3rd monk level thereafter (10th, 13th, 16th, 19th).

Quickened Strike (Ex): At 8th level, the action required for a monk's attacks is reduced by one step. He may make a full attack or charge as a standard action, and a standard attack or maneuver as a move action.
At 12th level this ability improves; he can make a full attack or charge as a move action, and a standard attack or maneuver as a swift action.
At 16th level this ability improves again; he can make a full attack or charge as a swift action, and can make a full attack as an attack of opportunity.
A monk may choose not to reduce the action spent in order to attack more times per round; for instance, a 16th-level monk could make three charge attacks by spending his move, standard and swift actions.

Dispelling Palm (Su): At 9th level a monk can create a targeted greater dispel magic effect at will (caster level equals his monk level) as a melee touch attack. As with all touch spells, he may channel this effect through an unarmed strike.

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

Diamond Body (Su): At 11th level, a monk gains immunity to poisons of all kinds.

Abundant Step (Su): At 12th level or higher, a monk can slip magically between spaces, as if using the spell dimension door (caster level equals half his monk level) except that this ability does not use up his remaining actions for the turn. After using this ability he must wait 1d4 rounds before using it again. A monk may combine a use of this ability with a charge, attacking as he reappears without requiring an additional action.

Diamond Soul (Ex): At 13th level, a monk gains spell resistance equal to his monk level + 10. In order to affect the monk with a spell, a spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the monk’s spell resistance. The monk may raise or lower this spell resistance as a free action. In addition, when the monk is affected by a spell which does not normally allow a saving throw, he is entitled to a Will save (DC as normal for a spell of that level) to resist its effects.

Improved Acrobatics (Ex): At 14th level a monk no longer needs a surface when using his Acrobatics ability, effectively gaining a fly speed equal to his land speed with perfect maneuverability. He still falls at the end of his turn unless supported.

Quivering Palm (Su): Starting at 15th level, a monk can set up vibrations within the body of another creature that can thereafter be fatal if the monk so desires. He can deliver quivering palm via any attack, but cannot place multiple quivering palms on the same creature. If the monk strikes successfully and the target takes damage from the blow, the quivering palm attack succeeds. Thereafter the monk can try to slay the victim at any later time, as long as the attempt is made within a number of days equal to his monk level. To make such an attempt, the monk merely wills the target to die (a free action), and unless the target makes a Fortitude saving throw (DC 10 + ½ the monk’s level + the monk’s Wis modifier), it dies (or is destroyed in the case of an undead or construct). If the saving throw is successful the effect ends harmlessly, and the monk cannot place quivering palm effects on that creature for 24 hours.

Timeless Body (Ex): Upon attaining 17th level, a monk no longer takes penalties to his ability scores for aging and cannot be magically aged or affected by [Death] effects. If he had already taken such penalties they are removed. The monk can no longer die of old age.

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

True Sight (Su): A monk of 18th level or higher sees things as they truly are, similar to a true seeing spell but with no maximum range.

Empty Body (Su): At 19th level, as a swift action a monk can assume an ethereal state for 1 round per monk level per day, as though using the spell ethereal jaunt, except that he may treat himself (or part of his body) as material and/or visible whenever it is more convenient. All of his attacks while in this state are resolved as touch attacks.
He may go ethereal on a number of different occasions during any single day, as long as the total number of rounds spent in an ethereal state does not exceed his monk level.

Perfect Self: At 20th level, a monk becomes a magical creature. He may treat himself as an outsider rather than as a humanoid (or whatever the monk’s creature type was) whenever it is more convenient to do so. Additionally, the monk gains damage reduction 10/epic, which allows him to ignore the first 10 points of damage from any attack made by a weapon with an enhancement bonus lower than +6 or by any natural attack made by a creature that doesn’t have similar damage reduction. Finally, his Acrobatics class feature improves to true flight (he no longer falls at the end of the round).
« Last Edit: December 20, 2011, 07:50:45 PM by Prime32 »

Offline RobbyPants

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Re: [3.5] Class Fixes
« Reply #8 on: December 08, 2011, 09:32:25 PM »
I haven't read through all of these, but I like the ranger fix. It's pretty similar to what I was toying around with doing. I totally forgot about the caster level, too.
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Offline SneeR

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Re: [3.5] Class Fixes
« Reply #9 on: December 08, 2011, 10:14:15 PM »
I notice that an antipaladin need not be of evil alignment. You make no mention of the fact that accepting the power of antipaladinship is evil, so I am left to assume that antipaladins have an aura of evil, except they need not be evil. Good creatures with an aura of evil?

Is this intentional?
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Offline Kethrian

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Re: [3.5] Class Fixes
« Reply #10 on: December 09, 2011, 09:16:14 PM »
These look pretty good.  I just glanced over several of the classes, but took a much more in-depth look at warmage, warblade & swordsage, wizard & archivist, and sorcerer & other spontaneous casters.

Warblade & Swordsage: if you're allowing this change, then I'd recommend that Crusaders get all of their known manoeuvres readied, as well.

Warmage: The bonus feat list should be expanded a bit.  I've houseruled that they can pick any metamagic feat, reserve feat, Spell Focus, Greater Spell Focus, Spell Penetration, Greater Spell Penetration, Battle Caster, and Extra Edge for their bonus feats.  They all fit the theme of the class, and give it a little more versatility.

You might also want to look into setting up guidelines for making custom spell lists, as their current one isn't all that great.  It would only be swapping out spells instead off just adding to their list, because they know the whole list.  Probably limit it to offensive spells, with a minimum of 50% each level that must be direct damage, and a maximum of one self buff spell per spell level that improves their offensive abilities (Guided Shot, Whispercast, Assay Resistance, and Arcane Spellsurge being excellent examples).  Nothing defensive, unless it's also damaging to opponents, such as Fire Shield.  Spells can be taken from any list, but if sorcerer or cleric are among the available classes, it must be at their level, with sorcerer taking precedence.  Similar rules for altered spell lists could be given to Beguiler and Dread Necromancer, as well.

Wizard & Archivist, Sorcerer & other spontaneous casters: I like these changes, very suiting to their themes.


I've created class fixes for fighters and soulknives, if you'd like to take a look: Fighter Soulknife
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Offline caelic

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Re: [3.5] Class Fixes
« Reply #11 on: December 11, 2011, 07:37:37 PM »
I have to ask: why keep the Monk at average BAB progression?  As far as I'm concerned, that's always been one of the most glaring failures, given that the class is primarily a melee combatant.

Offline Prime32

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Re: [3.5] Class Fixes
« Reply #12 on: January 30, 2012, 08:50:54 PM »
Added some stuff to the warmage under Spells. This is surely unrelated to having played Skyrim for a few hours today.