View Full Version : Attempted Fix for Two Classes (3.5)

2011-10-15, 02:25 PM
Right, so these are two attempts of mine to make the Dwarven Defender PrC and Spelltheif PC better. The spelltheif is for a player of mine, as she wanted to play one but I thought it could be better. The dwarven defender was used once by a player of mine, so I wanted to make a better one after seeing how it went for him..... Please rate and comment.

The Defender PrC:
The Defender (Fixed Dwarven Defender)
Hit Die: d12.
To qualify to become a defender, a character must fulfill all the following criteria.
• Alignment: Any non-chaotic.
• Base Attack Bonus: +7.
• Feats: Endurance, Improved Toughness.
Class Skills
The defender’s class skills (and the key ability for each skill) are Craft (Int), Listen (Wis), Sense Motive (Wis), and Spot (Wis).
Skill Points at Each Level: 2 + Int modifier.
Table: The Defender
Bonus Fort
Save Ref
Save Will
Save AC Bonus Special
1st +1 +2 +0 +2 +1 Defensive stance 1/day
2nd +2 +3 +0 +3 +1 Uncanny dodge
3rd +3 +3 +1 +3 +1 Defensive stance 2/day
4th +4 +4 +1 +4 +2 Bonus Feat
5th +5 +4 +1 +4 +2 Defensive stance 3/day
6th +6 +5 +2 +5 +2 Damage reduction 5/—, improved uncanny dodge
7th +7 +5 +2 +5 +3 Defensive stance 4/day
8th +8 +6 +2 +6 +3 Mobile defense, Bonus Feat
9th +9 +6 +3 +6 +3 Defensive stance 5/day
10th +10 +7 +3 +7 +4 Damage reduction 10/—
Class Features
All of the following are Class Features of the dwarven defender prestige class.
AC Bonus (Ex): The defender receives a dodge bonus to Armor Class that starts at +1 and improves as the defender gains levels, until it reaches +4 at 10th level.
Weapon and Armor Proficiency: A defender is proficient with all simple and martial weapons, all types of armor, and shields.
Defensive Stance: When he adopts a defensive stance, a defender gains phenomenal strength and durability, but he can only move in 5ft. steps. He gains +2 to Strength, +4 to Constitution, a +2 resistance bonus on all saves, and a +4 dodge bonus to AC. The increase in Constitution increases the defender’s hit points by 2 points per level, but these hit points go away at the end of the defensive stance when the Constitution score drops back 4 points. These extra hit points are not lost first the way temporary hit points are. While in a defensive stance, a defender cannot use skills or abilities that would require him to shift his position. A defensive stance lasts for a number of rounds equal to 3 + the character’s (newly improved) Constitution modifier. A defender may end his defensive stance voluntarily prior to this limit. At the end of the defensive stance, the defender is winded and takes a –2 penalty to Strength for the duration of that encounter. A defender can only use his defensive stance a certain number of times per day as determined by his level (see Table: The Defender). Using the defensive stance takes no time itself, but a defender can only do so during his action.
Uncanny Dodge (Ex): Starting at 2nd level, a defender retains his Dexterity bonus to AC (if any) regardless of being caught flat-footed or struck by an invisible attacker. (He still loses any Dexterity bonus to AC if immobilized.)
If a character gains uncanny dodge from a second class, the character automatically gains improved uncanny dodge (see below).
Bonus Feat: At 4th and 8th level, a defender gains a bonus feat from the Fighter bonus feat list.
Damage Reduction (Ex): At 6th level, a defender gains damage reduction. Subtract 5 points from the damage the dwarven defender takes each time he is dealt damage. At 10th level, this damage reduction rises to 10/–. Damage reduction can reduce damage to 0 but not below 0.
Improved Uncanny Dodge (Ex): At 6th level, a defender can no longer be flanked. This defense denies rogues the ability to use flank attacks to sneak attack the defender.
The exception to this defense is that a rogue at least four levels higher than the defender can flank him (and thus sneak attack him).
If a character gains uncanny dodge (see above) from a second class the character automatically gains improved uncanny dodge, and the levels from those classes stack to determine the minimum rogue level required to flank the character.
Mobile Defense (Ex): At 8th level, a defender can adjust his position while maintaining a defensive stance. While in a defensive stance, he can move at half speed.

The Spelltheif:
Same as the normal spelltheif, but with changes as follows:
Spells Known: Use the bard's number of spells know, disincluding any spells over 4th level (so a 5th level spelltheif has the same spells known as a 5th level bard. A 20th level spelltheif does not have the same # as a 20th level bard, as it does not get any spells of 5th or 6th level.
Spells Per Day: Use the bard's number of spells per day, ignoring 5th and 6th level spells as described above.
Spells: Same as the normal spelltheif, but remove the part that gives them half caster level, instead they have full caster level equal to their class level.
Sneak Attack: As described, but they get sneak attack damage equal to a rogue of their level instead of the normal spelltheif damage.
Steal Spell: As described, but spelltheifs begin with Discover Spell.
Trapfinding: Same as described.
Detect Magic: At will instead of equal to your Charisma bonus.
Spellgrace: Same as described, but the bonus is equal to your Charisma bonus instead of the listed value.
Steal Spell Effect: Same as described.
Steal Energy Resistance: Same as described.
Absorb Spell: Same as described.
Arcane Sight: At will instead of equal to your Charisma bonus.
Steal Spell Resistance: Same as described.

Spelltheifs and Psionics: A spellthief that uses steal spell on a psionic creature can steal a power from them as if it was a spell. In addition the spelltheif steals power points from the manifester equal to the minimum amout needed to manifest the stolen power. They gain the ability to manifest the power as a manifester of their spelltheif level. The manifester who had the power stolen can not cast it for a minute as if they were a spontaneous caster. The power points may only be used with the specific power they were stolen with, and vice versa. Power points from another source may not be used to cast or enhance the power. Metapsionic feats may not be used on stolen powers. You may not use stolen power points to become psionicly focused unless you could do so without the stolen power points. Once manifested you lose the ability to manifest said power unless you have the same power from a different source (such as psion levels).

Edit: Almost forgot, but thanks to person_man who originally gave me many of the ideas for fixes on the spelltheif.