Core ClassesBarbarian[spoiler=Class Features]
1 Fast movement, illiteracy, rage 1/encounter, Rage (Temporary Hit Points)
2 Uncanny dodge
3 Rage (Mettle)
4 Rage (Fear Immune)
5 Improved uncanny dodge
6 Pounce
7 Damage reduction 1/-, Rage (Damage Reduction)
8 Rage (Haste, 1)
9 Temporary Hit Points (x3)
10 Damage reduction 2/-
11 Greater rage
12 Rage (Haste, 2)
13 Damage reduction 3/-
14 Indomitable will
15 Rage (Improved Mettle)
16 Damage reduction 4/-, Rage (Haste, 3)
17 Tireless rage
18 Temporary Hit Points (x3)
19 Damage reduction 5/-
20 Mighty rage, Rage (Haste, continuous)
Rage: Per the PHB with the following exceptions: the barbarian can use rage once per
encounter instead of per day. Instead of gaining a +4 bonus on Constitution, the barbarian instead gainst a +2 morale bonus on Fortitude saves. To account for no Constitution increase, rage lasts
five rounds + the barbarian's Constitution modifier.
The moral bonus to fortitude saves increases to +3 at 11th level when the barbarian gains Greater Rage and to +4 at 20th level when he gains Mighty Rage.
Rage (Temporary Hit Points): While raging, the barbarian gains a number of temporary hit points equal to double his class level. These temporary hit points
overlap with other temporary hit points and do not stack. For example, a 3rd level barbarian would gain 6 temporary hit points per round, but the total would never increase above 6.
At 9th level, the barbarian gains a number of temporary hit points equal to three times his class level per round. This increases to four times his class level at 18th level.
Uncanny Dodge: At 2nd level, the barbarian gains Uncanny Dodge, per the PHB.
Rage (Mettle): At 3rd level, the barbarian gains Mettle when he is raging.
Rage (Fear Immune): At 4th level, the barbarian is immune to fear while raging.
Improved Uncanny Dodge: At 5th level, the barbarian gains Improved Uncanny Dodge, per the PHB.
Pounce: At 6th level, the barbarian gains Pounce.
Damage Reduction: At 7th level, the barbarian gains Damage Reduction per the PHB.
Rage (Damage Reduction): At 7th level, the damage reduction granted from barbarian levels doubles while the barbarian is raging.
Rage (Haste): At 8th level, as a swift action the barbarian can gain the benifits of Haste for one round while raging. This ability does not stack with any other rage ability.
At 12th level, the barbarian can gain the effects of Haste for two rounds while raging, although it need not be two consecutive rounds. Each separate activation takes a swift action, although the barbarian can use it for two consecutive rounds for a single swift action activation. At 16th level, the barbarian can gain the benifit of Haste for three rounds. At 20th level, the duration of the Haste is limited only by the barbarian's rage.
Indomitable Will: At 14th level, the barbarian gains Indomitable Will, per the PHB.
Rage (Improved Mettle): At 15th level, when the barbarian is raging, he gains Improved Mettle. This works exactly like Mettle, except on a failed save, he only takes the partial effects instead of the full effects of the spell or ability.
Tireless Rage: At 17th level, the barbarian gains Tireless Rage, per the PHB.[/spoiler]
BardNo changes.
Cleric- The cleric's spell list is now much smaller (see the Spell List section). Each domain (with the exception of Healing) grants three spells per level. The cleric's list of "spells known" is the cleric list plus any spells from their domain. The cleric spontaneously casts from this list, but still uses Wisdom as the casting stat.
- The cleic gets 4 skill points per level.
- Use modified Turn Undead mechanic (See Combat & Rules thread)
- Most other changes will come in the form of changed spells.
Druid- Use the Shapeshift alternate class feature found in the PHB II.
- The druid no longer has full access to his entire spell list. Instead, he chooses a number of spells known from the spell list similar to a sorcerer. The druid casts from this list spontaneously, but still uses Wisdom as the casting stat.
[spoiler=Druid Spells Known]
Level Spells Known
0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st 5 3 — — — — — — — —
2nd 6 3 — — — — — — — —
3rd 6 4 2 — — — — — — —
4th 7 4 2 — — — — — — —
5th 7 5 3 2 — — — — — —
6th 8 5 3 2 — — — — — —
7th 8 6 4 3 2 — — — — —
8th 9 6 4 3 2 — — — — —
9th 9 6 5 4 3 2 — — — —
10th 9 6 5 4 3 2 — — — —
11th 9 6 6 5 4 3 2 — — —
12th 9 6 6 5 4 3 2 — — —
13th 9 6 6 6 5 4 3 2 — —
14th 9 6 6 6 5 4 3 2 — —
15th 9 6 6 6 6 5 4 3 2 —
16th 9 6 6 6 6 5 4 3 2 —
17th 9 6 6 6 6 6 5 4 3 2
18th 9 6 6 6 6 6 5 4 3 2
19th 9 6 6 6 6 6 6 5 4 3
20th 9 6 6 6 6 6 6 5 4 4
[/spoiler]
- Most other changes will come in the form of changed spells.
FighterClass skills: Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Knowledge(History) (Iint), Knowledge(Nobility) (Int), Listen (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spot (Wis), Swim (Str), and Tumble (Dex).
4 skill points per level
[spoiler=Class Features]
1 Bonus Feat, Weapon Aptitude, Active Defense
2 Bonus Feat
3 Art of War
4 Bonus Feat
5 Battlefield Recon, Surprise Lunge
6 Bonus Feat
7 Shake it Off, Foil
8 Bonus Feat
9 True Grit
10 Bonus Feat
11 Array of Stunts
12 Bonus Feat
13 Improved Shake it Off
14 Bonus Feat
15 Improved Foil
16 Bonus Feat
17 Improved Array of Stunts
18 Bonus Feat
19 Greater Shake it Off
20 Bonus Feat, Supreme Reach
Weapon AptitudeAs the Warblade ability.
Active DefenseThe fighter can make an attack of opportunity as an immediate action if provoked. This is in addition to his normal limit for the round.
Art of War Fighters train extensively in the basic arts of combat. At 3rd level the fighter gains a +1 bonus to opposed Trip, Disarm, Bull Rush, Sunder, Grapple, Feint, and Overrun checks. This bonus increases by +1 every three fighter levels thereafter.
Battlefield Recon Fighters battle against a great many foes, and learn to identify them quickly. A Fighter of 5th level or higher may add his class level to all Knowledge checks to identify creatures and to gain Strategic Advantage in planning for a large battle (Heroes of Battle). The fighter always counts as trained in any such Knowledge check.
Surprise Lunge As an immediate action the Fighter may treat his threatened area as 5' farther than usual, and any interrupted action which would then trigger an attack of opportunity does so. The fighter moves 5' such that the creature now triggering this AoO would be within his normal threat range, and then resolves the attack of opportunity. His threatened area then returns to normal.
Shake it OffAt 7th level, the fighter gains the ability to shake off various impeding effects. As a full round action, a fighter can attempt remove one of the following effects: blind, confused, dazzled, deaf, exhausted, fatigued, shaken, or sickened. To remove the effect, the fighter is allowed to roll another saving throw, at the original DC of the effect.
If the effect was caused by a spell that did not allow a saving throw, the fighter may attempt a Fort save against a normal DC for a spell or spell-like ability of that level. Any other condition that does not allow a save cannot be removed with this ability.
FoilAt level 7, a fighter can attempt to foil an opponent's action, causing it to fail, as an immediate action against an adjacent opponent. A fighter may foil another attack, a spell (even if cast defenisvely), or a skill check. To resolve the foil, the fighter makes an opposed attack roll using his full base attack bonus and all modifiers he'd normally add. If the fighter wins this opposed roll, the action fails.
If foiling an attack, the opponents opposes the fighter with his attack roll. If foiling a spell, the caster opposes the fighter with a Concentration check. If foiling a skill check, the opponent opposes the fighter with the appropriate skill check.
True Grit Fighters must learn to tough it out under fire. A Fighter of 9th level or higher may add his constitution bonus to any Reflex or Will save he has to make.
Array of StuntsAt 11th level the fighter gains an extra swift action each round. This extra action can also be used as an immediate action.
Improved Shake it Off At 13th level, a fighter can use shake it off to remove one of the following effects: cowering, dazed, fascinated, frightened, nauseated, panicked, paralyzed, and stunned. A fighter may use this ability despite the condition preventing him from using full round actions.
Improved Foil At 15th level, the fighter can use his foil ability at a greater range with a melee or ranged weapon. If using a melee weapon, the fighter can use foil against any opponent within his reach. If using a ranged weapon, the fighter can use foil with 30 feet or the weapon's first range increment, whichever is greater. All range penalties (if any) apply to the opposed roll.
Improved Array of StuntsAt 17th level the fighter gains an extra swift action each round, which is in addition to the extra swift action he gains from Array of Stunts. This extra action can also be used as an immediate action.
Greater Shake it OffAt 19th level a fighter may use Shake it Off and Improved Shake if Off as a move action.
Supreme ReachAt 20th level, a fighter's melee reach increases by five feet. All range increments for ranged weapons are doubled. The fighter may use Foil with a ranged weapon at a distance of up to 60 feet.[/spoiler]
MonkThis version was finalized by Midnight_V, with help from Risada and Orion:
Class Skills: The monk’s class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Hide (Dex), Jump (Str), Knowledge (arcana) (Int), Knowledge (religion) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Spot (Wis), Swim (Str), and Tumble (Dex).
6 skill points per level
[spoiler=Class Features]
Level AC Speed Special
Bonus Bonus
_______________________________________________________________
1 +0 +0' AC bonus, Improved Unarmed Strike,
flurry of blows, Enlightened Strike
2 +0 +0' Bonus Feat, Evasion
3 +0 +10' Combat Insight, Still Mind
4 +0 +10' Ki Strike (magic), Slow Fall (20')
5 +1 +10' Purity of Body
6 +1 +20' Bonus Feat, Storm of Blows, Slow Fall (30')
7 +2 +20' Wholeness of Body, Ki Strike (cold iron)
8 +2 +20' Ki Reinforce, Slow Fall (40')
9 +3 +30' Improved Evasion
10 +3 +30' Ki Strike (lawful), Slow Fall (fly 1/enc)
11 +4 +30' Diamond Body
12 +4 +40' Abundant Step, Slow Fall (fly 2/enc)
13 +5 +40' Diamond Soul, Ki Strike (Ghost Touch)
14 +5 +40' Slow Fall (fly 3/enc)
15 +6 +50' Quivering Palm
16 +6 +50' Ki Strike (adamantine), Slow Fall (fly 4/enc)
17 +7 +50' Timeless Body, Tongue of the Sun and Moon,
Diamond Soul (rebound)
18 +7 +60' Slow Fall (fly 5/enc)
19 +8 +60' Empty Body
20 +8 +60' Perfect Self, Slow Fall (fly 6/enc)
_______________________________________________________________
Weapon and Armor ProficiencyMonks are proficient with club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shuriken, siangham, and sling.
Monks are not proficient with any armor or shields
When wearing armor, using a shield, or carrying a medium or heavy load, a monk loses her AC bonus, as well as her fast movement and flurry of blows abilities. [/left]
AC Bonus (Ex)When unarmored and unencumbered, the monk adds her Wisdom bonus (if any) to her AC. In addition, a monk gains a +1 bonus to AC at 5th level. This bonus increases by 1 every odd level thereafter (+2 at 7tth, +3 at 9th, and +4 at 11th level ad so on).
These bonuses to AC apply even against touch attacks or when the monk is flat-footed. She loses these bonuses when she is immobilized or helpless, when she wears any armor, when she carries a shield, or when she carries a medium or heavy load.
Flurry of Blows (Ex) as phb
Improved UnarmedStrike: as phb
Enlightened Strike (G. Stunning Fist / Immobilizing strike)At 1st level, a monk a monk gains a special version of Stunning Fist as a bonus feat.
Stunning Fist forces a foe damaged by your unarmed attack to make a Fortitude saving throw (DC 10 + ½ your character level + your Wis modifier), in addition to dealing damage normally, or be stunned for one round
Immobliziing Fist forces a foe damaged by your unarmed attack to make a reflex saving throw (DC 10 + ½ your character level + your Wis modifier), in addition to dealing damage normally or have thier movement modes reduced to "0" for one round.
A monk who selects this feat may attempt a stunning attack a number of times per day equal to + the monks level, plus one more time per day for every four levels she has in classes other than monk.
Bonus Feats:2nd level, she may select a bonus feat, drawn from the list of fighter feats
6th level, she may a bonus feat, drawn from the list of fighter feats
Evasion (Ex)At 2nd level or higher if a monk makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if a monk is wearing light armor or no armor. A helpless monk does not gain the benefit of evasion.
Combat Insight (Ex): starting at 3rd level and at every 3 levels thereafter the monk gains a +1 insight bonus on attacks of opportunity, Disarm, Grapple and Trip attempts. Additionally, whenever the monk succeeds at such checks, it may make a free attack againt her foe (at her highest attack bonus). This attack isn't considered an attack of opportunity.
Fast Movement (Ex)At 3rd level, a monk gains an enhancement bonus to her speed, as shown on Table: The Monk. A monk in armor or carrying a medium or heavy load loses this extra speed.
Still Mind (Ex)A monk of 3rd level through discipline and focus can postpone the effects of spells and effects from the school of enchantment. The monk must make his save as per normal however you may delay the actual effects for a number of rounds equal to your wisdom modifier or 4 which ever is lower at which point you are affected normally.
Ki Strike (Su)At 4th level, a monk’s unarmed attacks are empowered with ki. Her unarmed attacks are treated as magic weapons for the purpose of dealing damage to creatures with damage reduction. Ki strike improves with the character’s monk level. At 7th level the unarmed attacks are also treatead as cold iron for the purpose over dealing damage to creatures with damage reduction. At 10th level, her unarmed attacks are also treated as lawful weapons for the purpose of dealing damage to creatures with damage reduction. At 13 level the monks unarmed strikes gain the "ghost touch" weapon property. At 16th level, her unarmed attacks are treated as adamantine weapons for the purpose of dealing damage to creatures with damage reduction and bypassing hardness.
Slow Fall (Ex)At 4th level or higher, a monks masters the art of slow falling and ultimately to defy gravity for short bursts. When first using this ability, a monk takes damage as if the fall were 20 feet shorter than it actually is. The monk’s ability to slow fall (that is, to reduce the effective distance of the fall) improves with her monk level until at 10th level she can as an immediate action Swift fly once per encounter with a movement equal to half the monks base speed. This does not count towards the monks movement in any individual round and can use this ability one additional time per encounter at ever following even level. Twice at 12, three times at 14th and so on. . .
Purity of Body (Ex)At 5th level, a monk gains immunity to all poisons and diseases except for supernatural and magical diseases.
Storm of Blows: At 6th level, as a full-round action, monks can move between flurry attacks. The can move their base speed (the equivalent of one move action), and make one full Flurry attack. They must move at least 5 feet before and 5 feat after their first and last attacks.
Wholeness of Body (Su)At 7th level or higher, a monk can heal her own wounds. She can heal a number of hit points of damage equal to 4 times the monks level each day, and she can spread this healing out among several uses. Addtionally the monk may instead spend 5 points from this pool to heal 1 point of ability damage or 20 points to remove a negative level.
Ki Reinforce (Sp): starting at 8th level, three times per day, the monk can make a Concentration check as a swift action, then inbue her attacks with force damage, based on the check result, as below:
Check result........Bonus Damage
15 or below.........Total + 1d6 Force Damage
16-25.................Total +2d6 Force Damage
26-30.................Total +3d6 Force Damage
31-35.................Total +4d6 Force Damage
36+....................Total +5d6 Force Damage + the opponent saves or is knocked prone from the impact.
This ability lasts for 1 minute.
Improved Evasion (Ex)At 9th level, a monk’s evasion ability improves. She still takes no damage on a successful Reflex saving throw against attacks, but henceforth she takes only half damage on a failed save. A helpless monk does not gain the benefit of improved evasion.
Diamond Body (Su)At 11t level, the monk, gains immunity to the following conditions: Blindness, Deafness, exastion, fatigue, Nauseated, Petrified, stunned, sickened, and can ignore the effects of being staggered or unconscious (effectively gaining the die hard feat but without allowing it to qual for other feats)
Abundant Step (Su)At 12th level or higher, a monk can slip magically between spaces, as if using the spell dimension door, once per point of wisdom modifier per day. Her caster level for this effect is one-half her monk level (rounded down).
Diamond Soul (Ex)At 13th level, a monk gains spell resistance equal to her current monk level + 15. In order to affect the monk with a spell, a spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the monk’s spell resistance.
At 17 level any effect that fails to overcome the monks spell resistance is rebounded upon the caster as the spell turning spell. (this second effect is an immidiate action and you will not activate if you've used an immediate or swift action within the current round)
Quivering Palm (Su)Starting at 15th level, a monk can set up vibrations within the body of another creature that can thereafter be fatal if the monk so desires. She can use this quivering palm attack once day, and she must announce her intent before making her attack roll. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be affected. Otherwise, if the monk strikes successfully and the target takes damage from the blow, the quivering palm attack succeeds. Thereafter the monk can try to slay the victim at any later time, as long as the attempt is made within a number of days equal to her monk level. To make such an attempt, the monk merely wills the target to die (a free action), and unless the target makes a Fortitude saving throw (DC 10 + ½ the monk’s level + the monk’s Wis modifier), it dies. If the saving throw is successful, the target is no longer in danger from that particular quivering palm attack, but it may still be affected by another one at a later time.
Timeless Body (Ex)Upon attaining 17th level, a monk no longer takes penalties to her ability scores for aging and cannot be magically aged. Any such penalties that she has already taken, however, remain in place. Bonuses still accrue, and the monk still dies of old age when her time is up. Damage reduction increases by two
Tongue of the Sun and Moon (Ex)A monk of 17th level or higher can speak with any living creature.
Empty Body (Su)At 19th level, a monk gains the ability to assume an ethereal state for 1 round per monk level per day, as though using the spell etherealness. She may go ethereal on a number of different occasions during any single day, as long as the total number of rounds spent in an ethereal state does not exceed her monk level.
Perfect Self (su):At 20th level you have reached a level of mental, spritual, and physical perfection. Some call it "transcendance", or "enlightenment" but ultmately you have reached a level of "oneness" with the universe that has allowed you to shed your mortal constraints. This manifests in a variety of ways.
Your type changes to:Outsider (Lawful)
You are no longer on the path, but you are instead of the path.
You are now immortal you have no maximum age limits and will not die due to the effects of aging also, you are forevermore treated as an outsider rather than as a humanoid (or whatever the monk’s creature type was) for the purpose of spells and magical effects.. If subjected to any dismissal effect it will simply move you to the ethereal plane. (which you can return from at your leisure barring dimensional locking effects.)
Unlike other outsiders, the monk can still be brought back from the dead as if still a member of the previous creature type
Dr 10/Chaotic and silver. Enlightend OneYou may radiate an immaculate light to a range of 60ft at will. This grants you total concealment and lasts 4 rounds. This is a visual effect that is not bypassed by true seeing. However, creatures who do not use sight (oozes and the such) are unaffected by this power This effect may only be dispelled by a darkness spell of 7th level or higher. You may use this ability each day a number or times equal to your wisdom modifier.
Awe of perfection: You are under the permanent effects of a Sanctuary spell DC = 10 + monk level + wisdom
Constructs, Elementals, Mindless undead, and other outsiders are immune to this effect, or any other creature that does not have an age maximum age limit (or that is defined as immortal) are immune to this effect. (this does however affect exceptionally long lived creatures Dragons, elves, elan etc...
Immunity to Magic (Ex)You are immune to any spell or spell-like ability that allows spell resistance. Though you may supress this ability as a full round action, and the supression lasts for one round (untill just before your next turn.) This replaces the dimond soul ability
Walk the path: You may plane shift (as the spell) twice perday as a supernatural ability. You are immune to the harmful enviormnetal effects (temperature extremes, lack of oxygen) This ability takes one full round to use.[/spoiler]
PaladinI am strongly considering simply using
OneWing4ngel's paladin.
Ranger- A ranger is treated as a druid of equal level for purposes of his Animal Companion’s abilities and the type of Animal Companions available. The ranger still gets the Animal Companion at 4th level.
- I'm rolling Improved and Greater TWF into the normal TWF feat, which leaves the 6th and 11th level TWF combat sytle abilities open. At level 6, the ranger can make a single attack with both of his weapons at his full BAB (normal TWF penalties apply) as a standard action. At level 11 the rager gets Two-Weapon Rend (from PHB2).
Rogue- A rogue can deal Sneak Attack damage to creatures immune to critical hits. The rogue deals half the normal amount of sneak attack damage to creatures immune to critical hits.
Sorcerer[spoiler=progression]
Level Special
____________________________________
1 Eschew Materials/heritage, Familiar
2 Advanced Learning
3
4 Bonus Feat
5
6 Advanced Learning
7
8 Bonus Feat
9
10 Advanced Learning
11
12 Bonus Feat
13
14 Advanced Learning
15
16 Bonus Feat
17
18 Advanced Learning
19
20 Bonus Feat
Familiar: Per PHB
Scribe Scroll/Bonus Feat: Sorcerers have two options:
1) Pick a heritage (draconic, infernal, celestial, etc...). Get the appropriate base heritage feat at 1st level (instead of Scribe Scroll) and a new heritage feat of the appropirate type with each new bonus feat.
2) Do not pick a heritage. Get Eschew Materials at level 1 and a bonus item creation or metamagic feat with the new bonus feats.
Advanced Learning: Pick a spell off of a printed Sorcerer/Wizard list (not the new generalist list). This spell is added as a spell known.[/spoiler]
- Increase the sorcerer's spell's known as follows:
[spoiler=Sorcerer Spells Known]
Level Spells Known
0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st 5 3 — — — — — — — —
2nd 6 3 — — — — — — — —
3rd 6 4 - — — — — — — —
4th 7 4 2 — — — — — — —
5th 7 5 3 - — — — — — —
6th 8 5 3 2 — — — — — —
7th 8 6 4 3 - — — — — —
8th 9 6 4 3 2 — — — — —
9th 9 6 5 4 3 - — — — —
10th 9 6 5 4 3 2 — — — —
11th 9 6 6 5 4 3 - — — —
12th 9 6 6 5 4 3 2 — — —
13th 9 6 6 6 5 4 3 - — —
14th 9 6 6 6 5 4 3 2 — —
15th 9 6 6 6 6 5 4 3 - —
16th 9 6 6 6 6 5 4 3 2 —
17th 9 6 6 6 6 6 5 4 3 -
18th 9 6 6 6 6 6 5 4 3 2
19th 9 6 6 6 6 6 6 5 4 3
20th 9 6 6 6 6 6 6 5 4 4
[/spoiler]
- Most other changes will come in the form of changed spells.
- 4 skill points per level
- Other than from Advanced learning, the sorcerer uses the new generalist Sorcerer/Wizard spell list in the Spells section.
Wizard[spoiler=progression]
Level Special
____________________________________
1 Scribe Scroll, Familiar
2 Advanced Learning
3
4 Bonus Feat
5
6 Advanced Learning
7
8 Bonus Feat
9
10 Advanced Learning
11
12 Bonus Feat
13
14 Advanced Learning
15
16 Bonus Feat
17
18 Advanced Learning
19
20 Bonus Feat
Familiar: Per PHB
Scribe Scroll/Bonus Feat: Per PHB.
Advanced Learning: Pick a spell off of a printed Sorcerer/Wizard list (not the new generalist list). This spell is added to their spell book. Note that a specialist wizard
cannot pick a spell of a prohibited school.[/spoiler]
- Most other changes will come in the form of changed spells.
- Other than from Advanced learning, the wizard uses the new generalist Sorcerer/Wizard spell list in the Spells section.
- A specialist wizard uses the original Sorcerer/Wizard list when selecting spells for his school of specialization. The new generalist list is used for all other non-prohibited schools.