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The Demented One
2009-01-25, 10:02 AM
Alternate Class Features
Heroes of Eberron are capable of great and epic feats. Bards can exorcise demons with the music of creation, Fighters can unleash devastating attacks, Sorcerers can absorb magical power, and more. The following suite of options allows any character in Eberron to customize their abilities and become a more unique hero.

Designer's Note
These class features are the result of several cans of Mountain Dew and Monster, and no sleep. As such, I got no clue how the balance on them is. Please, more so than usual, pick these apart.

The Demented One
2009-01-25, 10:04 AM
Barbarian Alternate Class Features

Feral Child
You were raised by beasts, only later entering into civilization. You are more comfortable among animals than men.
Level: 1st
Replaces: You do not gain the fast movement or trap sense class features.
Benefits: At 1st level, you gain the Wild Empathy class feature, as a Ranger. At 6th level, you gain the Animal Companion class feature, as a Ranger. Your effective Druid level is equal to 1/2 your Barbarian level. At 18th level, you gain the benefit of a constant speak with animals spell, and gain a +10 bonus on all Charisma-based skill checks and Wild Empathy checks made to influence animals. This is an extraordinary ability.

Savage Ferocity
You are a primal force of nature, becoming a frenzied, mindless beast in battle.
Level: 1st
Replaces: When you rage, you do not gain a bonus on Will saves–instead, you take a penalty to them equal to the penalty to your AC.
Benefit: Whenever you rage, you take on an animalistic form, gaining benefits based on the strength of your rage class feature.


Rage: You gain a bite attack that deals 1d6 as a primary natural weapon. Alternatively, if you already have a natural, then its damage dice increases by one step.

Greater Rage: The critical threat range of your natural weapons doubles. This ability does not stack with other abilities that increase critical threat range, such as the keen edge spell.

Mighty Rage: Whenever you make a charge, you may make a full attack at the end of it. In addition, you gain Great Cleave as a bonus feat while raging, even if you do not qualify for it.

The Demented One
2009-01-25, 10:05 AM
Bard Alternate Class Features

Song of Eberron
You can channel the music of the Dragon Between to inspire your mage allies, lending potency to their spells.
Level: 9th
Replaces: You do not gain the inspire greatness class feature.
Benefit: As long as you have 12 or more ranks in a Perform skill, you can use the mystic song of Eberron to inspire magical talent in yourself or a single willing ally within 30 ft. To play the song of Eberron, you must sing, and the target must be able to hear you. The effect lasts for as long as you sing, and for 5 rounds afterward. A creature bolstered by the song of Eberron gains a +1 morale bonus to their caster level when casting spells, and the DC of any spell the cast increases by 1. In addition, they may take 10 on caster level checks. The song of Eberron is a mind-affecting ability.

Song of Khyber
You can banish extraplanar foes by playing dark overtures laced with the menacing aura of the dread Dragon Below.
Level: 15th
Replaces: You do not gain the inspire heroics class feature.
Benefit: As long as you have 18 or more ranks in a Perform skill, you may cast dismissal as a supernatural ability by expending two uses of bardic music. Your caster level is equal to your Bard level, and the spell’s DC is equal to 10 + 1/2 your Bard level + your Charisma modifier. If a creature cannot hear you singing when you use this ability, it is not affected by it.

Song of Siberys
You can cry out to the Dragon Above, praising Siberys in song and being rewarded with miraculous power
Level: 18th
Replaces: You do not gain the mass suggestion class feature.
Benefit: As long as you have 21 or more ranks in a Perform skill, you may invoke the power of Siberys through music. By expending two uses of bardic music, you may cast any spell that could be granted by a Siberys dragonmark (see the Heir of Siberys prestige class) as a supernatural ability. Your caster level is equal to your Bard level, and the spell’s DC is equal to 10 + 1/2 your Bard level + your Charisma modifier. Even though it is a supernatural ability, the spell always has a vocal component, and it retains any expensive material components or foci, and you must pay all XP costs. You may only use this ability once per day.

The Demented One
2009-01-25, 10:06 AM
Cleric Alternate Class Features

Arcane Devotion
You are a priest of the Dragon Between, or of magic itself. Your faith allows you to arcane divine power.
Level: 1st
Replaces: You do not gain any Cleric domains.
Benefit: Choose a school of metamagic, and choose one spell from that school of each level from the Wizard/Sorcerer spell list. You gain one extra spell slot of each level, in which you may only prepare the arcane spell of that level that you chose. Even though the spells are arcane, you cast them as divine spells. In addition, you gain the Spell Focus feat as a bonus feat for the school of magic you chose.
Special: You must worship either Eberron, another deity whose portfolio includes arcane magic, or magic itself in order to gain this class feature.

Draconic Devotion
Blessed by the Dragon Above, or one of his lesser draconic servants, you can bolster your allies’ strength with your divine aura.
Level: 1st
Replaces: You do not gain any Cleric domains.
Benefit: You gain the ability to use draconic auras as a Dragon Shaman, using half your Cleric level as your effective Dragon Shaman level to determine the bonus granted by the aura. At 1st level, choose a single aura. That is the only aura you may use. At 5th, 10th, 15th, and 20th levels, you may choose an additional draconic aura.
Special: You must worship either Siberys, or a similar draconic deity (at your DM’s discretion) to gain this class feature.

Ineffable Devotion
You serve the dark cults of the Dragon Below, or some other nefarious force of evil. The unholy pacts you have struck let you invoke eldritch powers.
Level: 1st
Replaces: You do not gain any Cleric domains
Benefit: You gain the ability to use an eldritch blast, as a Warlock of half your Cleric level, rounded up. In addition, as you gain levels, you may learn invocations. At 5th level, you learn a least invocation; at 10th level, you learn a lesser invocation; at 15th level, you learn a greater invocation; and at 20th level, you learn a dark invocation. You may use all the invocations you know at will. Invocations you cast have a caster level equal to your Cleric level, and a DC equal to 10 + the invocation’s level + your Charisma modifier. Invocations you cast do not suffer from arcane spell failure from armor.
Special: You must worship either Khyber, or a similar evil deity (at your DM’s discretion) to gain this class feature.

The Demented One
2009-01-25, 10:13 AM
Druid Alternate Class Features

Ashen Countermagic
You can sunder corrupt arcane with your druidic authority, dispelling dweomers with but a twitch of your fingers.
Level: 1st
Replaces: You do not gain the animal companion class feature.
Benefit: You gain a spell resistance equal to 12 + your Druid level. However, this spell resistance only applies against arcane spells. In addition, you treat dispel magic as a 3rd-level Druid spell, antimagic field as a 6th-level druid spell, and mage’s disjunction as a 9th-level druid spell.
Special: You must be a member of the Ashbound in order to gain this class feature.

Battlewarden Training
You have trained yourself for war, learning to fight from feral beasts and drawing upon the strength of the earth.
Level: 1st
Replaces: You do not gain the animal companion class feature.
Benefit: At 1st level, and again at 6th, 11th, and 16th levels, you learn a single maneuver from the Stone Dragon or Tiger Claw disciplines. You may ready all maneuvers you have known from this ability, and may recover one expended maneuver as a full round action. In addition, at 20th level, you learn a single martial stance from the Stone Dragon or Tiger Claw disciplines. Your initiator level for determining the level of maneuver you can learn is equal to your Druid level (it is not increased by any other levels you may have). However, when determining your initiator level for other classes, you still add only half your Druid levels. You cannot exchange maneuvers learned through this ability for maneuvers of higher levels.
Special: You must be a member of the Wardens of the Wood in order to gain this class feature.

Fey Pact of Thelanis
You are blessed by the fey of Thelanis, your druidic magic flowing from your powerful force of will.
Level: 1st
Replaces: You do not gain the animal companion class feature.
Benefit: You use your Charisma score in place of your Wisdom score when determining the highest level of Druid spell you can cast, the DC’s of your Druid spells, and the amount of bonus spells you receive. At 4th level, you gain a resistance bonus equal to your Charisma modifier, to a maximum of one-quarter your Druid level, on all saving throws. At 10th level, you gain damage reduction 5/cold iron. At 20th level, this damage reduction increases to 10/cold iron, and your type changes to Fey.
Special: You must be a member of the Greensingers in order to gain this class feature.

Guardian’s Bane-Magic
Your magic is particularly potent when fighting against unnatural beasts.
Level: 1st
Replaces: You do not gain the Animal Companion class feature.
Benefit: You may use detect aberration at will, and you gain a +1 sacred bonus on caster level checks to overcome the spell resistance of aberrations. Aberrations take a -1 penalty on saving throws against spells you cast. The bonus and penalty each increase by one at 5th, 10th, 15th, and 20th levels. At 8th level, whenever a spell that you cast deals variable numeric damage to an aberration, that damage is increased by 50%. At 16th level, whenever a spell that you cast deals variable numeric damage to an aberration, that damage is maximized.
Special: You must be a member of the Gatekeepers in order to gain this class feature.

Wintery Hierophant
You can call upon dark magic that is anathema to living things.
Level: 1st
Replaces: You gain one less prepared spell of each level. If this reduces your spells of a particular level to 0, then you only gain your domain slot of that level and any bonus spells of that level you might gain based on your Wisdom modifier.
Benefit: Each day, you gain the ability to prepare one domain spell of each level. You may only choose from the Decay and Evil domains. You do not gain the special abilities of those domains.
Special: You must be a member of the Children of Winter in order to gain this class feature.

The Demented One
2009-01-25, 10:15 AM
Fighter Alternate Class Features

Armor Mastery
Fighting in armor is second nature to you.
Level: 6th
Replaces: You do not gain a Fighter bonus feat.
Benefit: Whenever you are wearing medium or heavy armor you are proficient with, you gain a bonus based on the armor’s type (if you have composite plating, then you still gain the benefits of this ability).


Medium Armor
You may ignore armor check penalties. In addition, the maximum Dexterity bonus of your armor is doubled.

Heavy Armor
As an immediate action, you may gain damage reduction equal to half the armor bonus granted by the armor you are wearing, rounded down, against a single attack. However, doing so consumes one of your attacks of opportunity for the round; you cannot use it if you have no attacks of opportunity left. Adamantine weapons overcome this damage reduction.


Devastating Onslaught
Your martial skills are beyond any comparison.
Level: 20th
Replaces: You do not gain a Fighter bonus feat.
Benefit: You do not take any penalties on iterative attacks or attacks with off-hand weapons–instead, whenever you make a full attack, you make all attacks at your highest base attack bonus.

Veteran’s Lore
You are a scholar in all things relating to warfare.
Level: 1st
Replaces: You gain 4 less skill points at 1st level, to a minimum of 0.
Benefit: You are treated as having a number of skill ranks in Knowledge (History), Knowledge (Local), and Martial Lore equal to 1/2 your base attack bonus, rounded up, unless you actual ranks in those skills exceed it.

The Demented One
2009-01-25, 10:16 AM
Monk Alternate Class Features

Contemplative Initiate
You are a devotee of the mind.
Level: 1st
Replaces: You do not gain bonus feats at 1st, 2nd, or 6th level.
Benefit: You gain Wild Talent as a bonus feat, and also gain any one psionic feat you meet the prerequisites of as a bonus feat. At 2nd and 6th levels, you again gain any psionic feat you meet the prerequisites of as bonus feats.

Maiming Blow
You use devastating attacks that cripple your foes.
Level: 1st
Replaces: You do not gain the flurry of blows class feature, nor do you gain the greater flurry class feature at 11th level.
Benefit: The critical threat range of your unarmed strikes becomes 19-20/x2. At 11th level, it becomes 18-20/x2. At 20th level, it becomes 17-20/x3. This ability does not increase the critical threat range, but instead simply changes its value; thus, it stacks with other abilities that would increase your unarmed strike’s critical threat range, such as the Improved Critical feat.

The Demented One
2009-01-25, 10:17 AM
Paladin Alternate Class Features

Divine Champion
Your faith lends to your prowess in war, bolstering your own strength with divine guidance.
Level: 1st
Replaces: You do not gain the smite evil class feature.
Benefit: At 1st level, and again at 6th, 11th, and 16th levels, you learn a single maneuver from the Devoted Spirit discipline. You may ready all maneuvers you have known from this ability, and may recover one expended maneuver as a full round action. In addition, at 20th level, you learn a single martial stance from the Devoted Spirit discipline. Your initiator level for determining the level of maneuver you can learn is equal to your Paladin level (it is not increased by any other levels you may have). However, when determining your initiator level for other classes, you still add only half your Paladin levels. You cannot exchange maneuvers learned through this ability for maneuvers of higher levels.

Heart Aflame
The Silver Flame burns within you, making you a beacon of good in the fight against evil.
Level: 5th
Replaces: You do not gain the special mount class feature.
Benefit: Whenever you hit an evil creature with a melee attack, you deal an additional 1d6 fire damage. If the attack was a smite evil attack, you instead deal 1d8 fire damage for every 5 levels you have. In addition, you gain resistance to fire equal to your class level.

Sovereign Exarch
You serve the divine host of Sovereigns, and can work miracles at their will.
Level: 5th
Replaces: You do not gain the special mount class feature.
Benefit: Choose any domain offered by a god of the Sovereign Host. You may expend a single use of your smite evil class feature to cast any spell from either your chosen domain or the Good domain. The spell is otherwise treated as if you had cast it normally. Once you have cast a spell with this ability, you cannot cast any other spells of that spell’s level for the rest of the day with this ability. The highest level of spell you can cast with this ability is equal to half your class level, rounded down.

The Demented One
2009-01-25, 10:21 AM
Ranger Alternate Class Features

Battlewarden Training
You have trained yourself for war, learning to fight from feral beasts and drawing upon the strength of the earth.
Level: 1st
Replaces: You do not gain Track as a bonus feat. At 4th level, you do not gain the Animal Companion class feature.
Benefit: At 1st level, and again at 6th, 11th, and 16th levels, you learn a single maneuver from the Stone Dragon or Tiger Claw disciplines. You may ready all maneuvers you have known from this ability, and may recover one expended maneuver as a full round action. In addition, at 20th level, you learn a single martial stance from the Stone Dragon or Tiger Claw disciplines. Your initiator level for determining the level of maneuver you can learn is equal to your Ranger level (it is not increased by any other levels you may have). However, when determining your initiator level for other classes, you still add only half your Ranger levels. You cannot exchange maneuvers learned through this ability for maneuvers of higher levels.

The Demented One
2009-01-25, 10:24 AM
Rogue Alternate Class Features

Eldritch Knack
You have a talent for artifice.
Level: 3rd
Replaces: You do not gain the trap sense class feature.
Benefit: Choose a single 1st-level infusion. You may cast that infusion once per day as an Artificer, with caster level equal to your Rogue level. In addition, you gain a +1 competence bonus on all Spellcraft and Use Magic Device checks. The bonus increases by one at 6th, 9th, 12th, 15th, and 18th levels.

Master Slayer
You have learned how to sneak attack foes who lack a discernible anatomy.
Level: 13th
Replaces: You do not gain a rogue special ability, and your sneak attack damage does not increase.
Benefit: You can deal sneak attack damage and score critical hits against creatures who lack a discernible anatomy, such as constructs, plants, and the undead.

The Demented One
2009-01-25, 10:26 AM
Sorcerer Alternate Class Features

Mana Drain
You can leech magical power from enchanted items.
Level: 1st
Replaces: You do not gain a familiar.
Benefit: While wielding a wand or staff, you may cast a spell without expending a spell slot. To do so, you must expend two charges from the staff or wand. The spell you cast must have a level equal to or less than the highest level of spell stored in the staff or wand.

Talented Magician
You have mastered simple magics.
Level: 1st
Replaces: You do not gain a familiar.
Benefit: Choose two cantrips. You may cast both of them without expending a spell slot. At 4th and 8th levels, you may choose an additional cantrip. At 12th level and 16th levels, you may choose a 1st level spell to cast at will with this ability. At 20th level, you may choose a 2nd level spell.

The Demented One
2009-01-25, 10:27 AM
Wizard Alternate Class Features

Artifice Lore
You have mastered the art of casting infusions.
Replaces: You cannot specialize in a school of a magic. In addition, you do not gain a familiar.
Benefit: You may expend prepared spells in order to spontaneously cast artificer infusions. You can use this ability a number of times per day equal to your Intelligence modifier. The level of spell you must expend to cast an infusion depends on the infusion’s level, as shown below:

{table=head]Infusion|Spell
1st level|1st level
2nd level|2nd level
3rd level|3rd level
4th level|4th level
5th level|6th level
6th level|7th level
[/table]

watsyurname529
2009-01-25, 01:02 PM
Cool. I enjoy Eberron and thank you for spelling it correctly. Anyway, let's see if I can help you tweak these abilities. I'll go in order of the class features.

Barbarian:

Feral Child: This one seems pretty balanced. The Wild Empathy isn't extremely combat useful, and the constant speak with animals isn't that much at level 18. The Animal companion is the only real benefit, but the effective Druid level makes it okay. So for trading Fast Movement and Trap Sense it works okay.

Savage Ferocity: This one is also pretty balanced. The first benefit of a natural weapon vs Will Save penalties makes it sorta of a hard choice which is good. The only thing that could be potentially game breaking is the Mighty Rage (you typed "range" by the way instead of rage). A full attack at the end of a charge is extremely useful to optimizers but since it comes in at really high level, it won't be that bad.

Bard:

All of these songs look pretty good and balanced. Song of Eberron only targets one ally, while the song it replaces allows for multiple after your preform skill reaches a certain level. So is it intentional to only have one ally effected by Song of Eberron? Otherwise these are quite good.

Cleric:

Arcane Devotion: This one is good. It would be easier to say that you create your own domain using Wizard/Sorcerer spells of a single school and of the same level or lower (ie. the 5th level domain slot could be used for 5th level or lower) and the domain is permenant. Also for a light domain power to go with it, you could give a simple +3 bonus to Spellcraft or something of that nature. Possibly even casting the domain spells at +1 DC.

Draconic Devotion: I don't know the Dragon Shaman very well. So I can't give much input on this. If I can remember correctly, it looks okay.

Ineffable Devotion: This one may or may not be slightly overpowered. The Eldritch blast is probably only really useful at lower levels, but could be somewhat annoying in balance. The invocations are probably okay, as long as the person doesn't try to be a munchkin about it. This one would have to be play-tested for me.

Druid:

Ashen Countermagic: This one is the most questionable out of the Druid pack. Dispel magic could be very useful, but at the same time it's sacrificing spell slots to debuff. So in a group this one could be very useful. It looks quite good, but once again, I would like to see play-tested in a battle to see the effects of all the dispel magic.

Battlewarden Training: This one looks pretty good. A couple maneuvers for your animal companion. It's a good trade and would require a hard choice. So this one is pretty good.

Fey Pact of Thelanis: This one is somewhat questionable, seeing as this one can lead to some crazy high saves. But you don't get an Animal Companion, so this one is a hard choice. So this one is pretty good, but I would like to see play-tested.

Guardian’s Bane-Magic: This one to me is underpowered. I would not want to trade my animal compainion for a slight bonus versus only aberrations. Give this something else to help.

Wintery Heirophant: This one is good. Maybe slightly underpowered depending on the spells available but otherwise good.

Fighter:

These ones look pretty good. The armor one is quite useful and is okay for a trade for a feat. The only one is Veteran's Lore which may be a problem. Is it four less skill points every level, or just overall? If it's each level, this one is pretty much useless because a fighter gains 2 + Int per level so the knowledge skills would be it's only skills. However a fighter doesn't have many skills to begin with, Intimidation, Climb, Jump, etc. are more usefull. So this one, I'm not sure on how to fix it.

Monk:

Contemplative Initiate: I do not know psionics at all so I can't give you any help here.

Maiming Blow: This one is pretty good. It's a kinda hard choice between flurry or criticals to me so this one looks good to me.

Paladin:

All the Paladin ones look pretty good. Divine Champion and Heart Aflame are really good. Sovereign Exarch looks okay.

Well that's all the time I have right now. I'll be back with more critiquing later.

The Demented One
2009-01-25, 01:09 PM
Savage Ferocity: This one is also pretty balanced. The first benefit of a natural weapon vs Will Save penalties makes it sorta of a hard choice which is good. The only thing that could be potentially game breaking is the Mighty Rage (you typed "range" by the way instead of rage). A full attack at the end of a charge is extremely useful to optimizers but since it comes in at really high level, it won't be that bad.
That was my thinking; there are lots of other optimize-y ways to get pounce much earlier than 20th level, so I figured it couldn't be too bad.



Arcane Devotion: This one is good. It would be easier to say that you create your own domain using Wizard/Sorcerer spells of a single school and of the same level or lower (ie. the 5th level domain slot could be used for 5th level or lower) and the domain is permenant. Also for a light domain power to go with it, you could give a simple +3 bonus to Spellcraft or something of that nature. Possibly even casting the domain spells at +1 DC.
Hmm, might change the wording like that. And I figured the versatility of hand-picking your own domain made a special ability unnecessary, but I might add that in.



Ineffable Devotion: This one may or may not be slightly overpowered. The Eldritch blast is probably only really useful at lower levels, but could be somewhat annoying in balance. The invocations are probably okay, as long as the person doesn't try to be a munchkin about it. This one would have to be play-tested for me.
Keep in mind that the eldritch blast is as a Warlock of half your class level, so the damage is 1d6 at 1st level, 2d6 at 5th, 3d6 at 9th, 4d6 at 13th, and 5d6 at 17th. As to the invocations...yeah, I agree that it probably needs some playtesting.



Guardian’s Bane-Magic: This one to me is underpowered. I would not want to trade my animal compainion for a slight bonus versus only aberrations. Give this something else to help.
Hmm...maybe some metamagic-y stuff against aberrations.


The only one is Veteran's Lore which may be a problem. Is it four less skill points every level, or just overall? If it's each level, this one is pretty much useless because a fighter gains 2 + Int per level so the knowledge skills would be it's only skills. However a fighter doesn't have many skills to begin with, Intimidation, Climb, Jump, etc. are more usefull.
It's only at 1st level; I'll specify that.

watsyurname529
2009-01-25, 02:46 PM
Hello again, I'm back with the second half of my critiquing!

Ranger:

Battlewarden Training: This is still good, seeing as it's the same thing for Druids. I would consider allowing the Ranger variant to have access to Desert Wind as well because Rangers are also about the environment as well as animals, and are more combat oriented than Druids.

The ranger could use another variant. I'll tell you any ideas I get.

Rogue:

Eldritch Knack: This is a good one. It fits well and it balanced. For me this would be a definate choice over Trap Sense. So it's kinda too good, only because of the bonus to Use Magic Device. That skill is a very useful one to a Rogue (especially because it's one of 3 classes that I know of to get it). It's not overpowered, but a definate choice for any optimizer in a Rogue because Trap Sense only gives a bonus to AC/Reflex vs traps and Rogues are already amazing at that.

Master Slayer: This one as written is overpowered. Missing one sneak attack die and a special ability (in which this choice is your special ability) to finally be able to crit/sneak attack all those foes normally invulnerable to it. I would reword this to only give 1/2 Sneak Attack damage against foes normally invulnerable to it because full sneak and crit is just too much. Even then, getting through that invulnerablity for all foes is a huge benefit to a Rogue.

Sorcerer:

Mana Drain: This one is quite good. It's a difficult choice to make so it's a good variant.

Talented Magician: This one also is good in terms of balance. Gaining some at will cantrips is useful, but not gamebreaking. Also, I assume in the last sentence you mean 20th level for a 2nd level spell at will and not 2nd level?

Wizard:

Artificer Lore: This one looks okay, mainly because it's trading spells for other spells and also not allowing to specialize, which is how you can get extreme power from a wizard. So this one is good.

So all in all, most of these variants are pretty good, at least looking at them. Some need to be play-tested to see how they effect the game and a few need to be tweaked. I would like to see some for the Artificer if you can think of any.

The Demented One
2009-01-25, 05:54 PM
Master Slayer: This one as written is overpowered. Missing one sneak attack die and a special ability (in which this choice is your special ability) to finally be able to crit/sneak attack all those foes normally invulnerable to it. I would reword this to only give 1/2 Sneak Attack damage against foes normally invulnerable to it because full sneak and crit is just too much. Even then, getting through that invulnerablity for all foes is a huge benefit to a Rogue.
There's actually an ACF that does exactly that for the Rogue, except it's available at 3rd level. I figured that the high level of this ability balanced out the utility.


Talented Magician: This one also is good in terms of balance. Gaining some at will cantrips is useful, but not gamebreaking. Also, I assume in the last sentence you mean 20th level for a 2nd level spell at will and not 2nd level?
Oh yeah, I'll fix that.

Kroy
2009-01-25, 07:34 PM
Armor mastery is overpowered. I mean at ECL 20 a player can be running around in +5 Mithral Full Plate with no max dex! So that's +13 from armor, and if he's a catfolk he can have 27 Dex at level 20, before items. Items can bring it up another 11 points, for a grand total of 38 points of dex, or +14. Guess what, that stacks with full plate, so thats +27, and that is pre-cheese, size modifiers , or class features (if said catfolk multi classed). It would normally be +16. I'm very bad at optimizing, and only own core + RotW, and I was able to abused it. Give it to Tippy and watch him work wonders.

The Demented One
2009-01-25, 08:05 PM
Armor mastery is overpowered. I mean at ECL 20 a player can be running around in +5 Mithral Full Plate with no max dex! So that's +13 from armor, and if he's a catfolk he can have 27 Dex at level 20, before items. Items can bring it up another 11 points, for a grand total of 38 points of dex, or +14. Guess what, that stacks with full plate, so thats +27, and that is pre-cheese, size modifiers , or class features (if said catfolk multi classed). It would normally be +16. I'm very bad at optimizing, and only own core + RotW, and I was able to abused it. Give it to Tippy and watch him work wonders.
I'll change that.

DracoDei
2009-01-26, 08:32 AM
Song of Eberron

Needs to specify that it uses a use of bard song.
Would the fact that it stacks with other sources of caster level make a difference to the power level?



Song of Siberys


I know you can't get it until much later levels, but this seems to be stepping on the toes of the PrC.