As some of you might remember, I recently revamped psions to better fit with my mental image of them. (Link if you want to see it)
Upon further thought, I decided to do some other classes the same way. This thread is where I'll put them.
Personally, I like having the near-capstone and capstone abilities be very powerful. The way I see it, if you've spent 20 levels in a single class, there's probably a very good reason for it.
I'll spoiler everything so you can easily see whatever class you want. If I don't mention something in my revamp of a class, that aspect hasn't changed.
First up: Paladins
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First off, I don't like the LG-only requirement, so I'm changing it. Being a Paladin requires that one belong to a church and worship a god. A Paladin has to have the same alignment as their god. This necessitates some changes to class features. (it also conveniently eliminates Blackguards, which is a good thing:smallsmile: )
Any Paladin ability reliant on alignment changes accordingly (so a Paladin of an evil god has Aura of Evil, Detect and Smite Good, etc.) Paladins of gods who are neutral on the good-evil axis instead gain law/chaos-related abilities. True Neutral gods don't get Paladins.
Lay On Hands can also be used to harm the living or heal undead.
Evil Paladins can rebuke undead in the same way Good Paladins can turn them. Neutral Paladins can either turn or rebuke undead, but do so as a cleric 4 levels lower.
Paladin spells that are based on alignment are changed the same way that class abilities are. If the Paladin is evil, Cure spells are replaced by Inflict spells of the same strength, and other healing spells are replaced by spells that inflict the same (so Remove Curse is replaced by Bestow Curse, for example) Neutral Paladins may learn both versions, but they are two different spells.
Evil Paladins gain Contaigion as a spell-like ability instead of Remove Disease. Neutral Paladins may use do either, but either counts as a use of the ability.
Evil Paladins may not travel with good characters, but are otherwise free to adventure with anyone. Neutral Paladins may only associate with characters one step away from them on the law/chaos axis, but can freely associate with both good and evil characters.
Paladins will only accept cohorts of their own alignment.
The names of various abilities should be changed based on alignment (for instance, Evil Paladins gain an Infernal mount rather than a Celestial mount)
Godblast (new ability gained at level 20): Once per day, as a spell-like ability, the Paladin can literally channel the power of his god through his own body, doing tremendous damage. At casting, the Paladin chooses whether to channel this raw deific energy into a ray or let it burst out of him in a sphere.
The sphere has a radius of 60 feet and deals 5d6 + 1d6/level (half untyped, half is considered good, evil, anarchic, or axiomatic, depending on the Paladin's alignment) to all the Paladin's enemies within this range. The ray has a range of 300 feet, and the Paladin must make a ranged touch attack. The Godblast ray deals 10d6+1d6/level to the target. However, channeling this much energy has costs. The Paladin must make a Fortitude save (DC=10+character level) or take 10d6 damage and nonlethal damage equal to his maximum hit points. If the Paladin makes the save, he takes 5d6 damage and is Stunned for 1 minute.
Sorcerers below
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Unlike Wizards, who spend much of their lives poring over tomes of arcane magic, Sorcerers simply know their magical abilities. This innate knowledge allows them more time in which to do other things, such as exercise and learn more practical skills. For this reason, the average Sorcerer is tougher and more skilled at mundane tasks than the average Wizard.
HD:d6
Skills at first level: (4+Int modifier) *4
Skills after first level: 4+Int modifier
Bonus Feats: At levels 1, 5, 10, 15, and 20, the Sorcerer gains a bonus feat. These feats are limited to metamagic feats, item creation feats, and feats that improve or require magical abilities (for instance, Spell Focus or Antipsionic Magic would be valid choices, while Run or Point Blank Shot would not be)
Innate Spell: The Sorcerer has a deeper understanding of his magical abilities than a Wizard, and can unlock powerful arcane abilities. At level 4, the Sorcerer gains the use of a Sorcerer spell-like ability up to a number of times per day equal to 3+Charisma modifier. This number grows by an additional 3+Charisma modifier at level 8, 12, 16, and 20. At level 4, the Sorcerer may choose one cantrip he knows to be able to cast as a spell-like ability, expending one use of his abilities. The maximum spell level and number of uses consumed by using spells of that level increase by 1 at level 8, 12, 16, and 20, so a level 20 Sorcerer could cast a single level 0 spell a number of times per day equal to 12 + 4*his Charisma modifier, or a single level 1 spell half that many times, etc. Spells useable this way cannot require expensive material components or an XP cost.
Barbarians were fairly easy
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As the Barbarian's strength and toughness increases, his Rages become a terrifying thing to behold.
Frightening Rage: Beginning at 8th level, when Raging, all hostile creatures that can see the Barbarian must make a Will save with DC equal to 10+half the Barbarian's HD+the Barbarian's increased Str modifier. Failing to beat the DC by at least 10 causes a creature to become panicked at the very sight of the barbarian. This effect lasts 24 hours after the creature loses sight of the raging character. Panic induced this way lasts for 5d6 rounds after losing sight of the character. Failing by more than 5 but less than 10 causes the creature to become frightened for the duration of the rage+2d4 rounds, failing by 5 or less renders the creature shaken for 2d4 rounds (at which point they must make another save against the rage's affect if still applicable, but with a +1 bonus). Beating the DC by 10 or less means that the creature is unaffected by that particular rage. Beating the DC by more than 10 means that the creature is immune to the frightful effects of that character's rage for the next 24 hours.
Terrifying Rage: At 15th level, the save DC against the frightful rage effects increases by 5
Added Capstone Tap the Power Within: At level 20, the Barbarian chooses Fire, Cold, Earth, or Lightning as the type of power within them. This type cannot be changed by any known power, even Wish and similar reality-altering affects. Depending upon the Power tapped, the Barbarian gains different abilities while Raging.
Fire: Resistance to fire 10, vulnerability to cold, Melee attacks do an additional die of fire damage, rage duration extended by 1 round.
Cold: Resistance to cold 10, vulnerability to fire, Melee attacks do an additional die of cold damage, DR increases by 1.
Earth: DR increases by 2, speed increases by 10 feet when moving over stone, rock, dirt, etc. and ignore movement penalties imposed by earth-based rough terrain such as gravel or loose rocks (this is an insight bonus), Str bonus increases by an additional 2.
Lightning: Resistance to lightning 10, Melee attacks do an additional die of cold damage, melee attacks ignore AC granted from any metal armor.
Much the same way Sorcerers are overshadowed by Wizards, Wilders are often overshadowed by Psions, especially with my enhanced Psions. I'll try to fix that.
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First of all, they get additional powers. The table on the Wilder list? That's for Psion powers known. They get the same number of powers from the Psychic Warrior list. So they actually start off knowing two powers, one from each list. Powers that are duplicated may be learned using either slot, and are manifested as if by the class that requires fewer PP.
Second, they get more powers. Wilders get one 'empty' slot for each power level. If they identify a power with Psicraft, they can attempt to copy it into their empty slot. This requires getting at least 8 hours of sleep within 24 hours after IDing it, then making another Psicraft check, same DC as the first. They can also copy powers from Psions or other Wilders, or from a dorje, power stone, or other object that stores psionic powers. This requires 5 consecutive minutes of concentration on the person or object with the power, followed by a Psicraft check DC 15+power level, with a +2 circumstance bonus if the power's "container" is a willing person.
Copied powers may be dropped or replaced at any time, and may themselves be copied. Copied powers may also occupy a slot higher than their level, so a 6th level Wilder could store up to 3 first-level powers. If a slot becomes empty and a power in a higher-level slot could fit in the now-empty slot, it essentially drops into the lower slot. Wilders manifest powers from these slots exactly the same way they normally manifest.
Finally, Wilders may add either their Cha or Int bonus to Psicraft, whichever is higher.
EDIT: Just did Wilders