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Ogre in the Playground
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Re: General 3.5 Core balance fix (3.5 Core, PEACH)
New and changed feats:
Spoiler
All of the following may be taken as fighter bonus feats.
Greater Two-weapon Fighting no longer exists; its functionality has been absorbed into Two-weapon Fighting.
Take the Blow:
Spoiler
Prerequisites: Con 13, Armor Proficiency (Medium)
Benefit: Whenever you are attacked and not deprived of your Dexterity bonus to AC, you may choose to give up a number of points of Dodge bonus or Dexterity bonus to AC in order to gain damage reduction. The number of points given up may not exceed the AC bonus granted by your armor (including Enhancement bonuses.) When wearing light armor or using a Mage Armor spell or Bracers of Armor, you gain DR 1/- for every 2 points of AC bonus given up. When wearing medium armor, you gain DR 1/- for every point of AC given up, and when wearing heavy armor you gain DR 2/- for every point of AC given up, provided you are proficient in heavy armor. This DR stacks with all others.
The DR from this feat is applied before bonus damage from sneak attacks and critical hits; if the DR reduces the damage taken to 0, the bonus damage is not applied.
For purposes of this feat, mithral armor is considered to be the same category (light, medium, heavy) as a non-mithral version of the same armor, but heavy armor proficiency is still needed to gain DR equal to 2 times the AC bonus given up.
A Dexterity bonus to AC that would be lost due to heavy armor may not be given up in order to use this feat.
Armor Mastery:
Combat Expertise:
Improved Defense:
Greater Disarm:
Greater Feint:
Greater Trip:
Dodge:
Improved Dodge:
Improved Mobility:
Improved Critical:
Greater Grapple:
Mounted Combat:
Ride-By Attack:
Point Blank Shot:
Deadly Aim:
Improved Deadly Aim:
Precise Shot:
Parry:
Improved Parry:
Greater Bull Rush:
Greater Overrun:
Greater Sunder:
Penetrating Blow:
Spoiler
Prerequisites: Str 15, Power Attack.
Benefit: When making a melee attack, you may choose to ignore armor and natural armor bonuses to AC. If you do so, the damage is reduced by an amount dependent on the target's armor or natural armor: Light armor, force armor (such as a Mage Armor spell or bracers of armor), or the natural armor of a creature without a particularly tough hide, reduce the damage by an amount equal to the AC they would normally grant. Medium armor (including mithral versions of medium armor), or the natural armor of a creature with a tough hide or scales, reduce the damage taken by twice the bonus they normally grant to AC. Heavy armor (or a mithral version thereof) or the natural armor of a creature with a carapace or exoskeleton reduces the damage by three times the normal bonus to AC.
Special: If using this feat causes the damage done, excluding precision damage, to be reduced to 0 or lower, the attack does no damage.
When wielding a metal bludgeoning weapon, the damage cannot be reduced to less than your strength modifier. You still lose the benefit of precision damage if the damage would otherwise be reduced to 0 or less.
Shield Mastery:
Warder:
Improved Warder:
Two-Weapon Fighting:
Improved Two-Weapon Fighting:
Two-Weapon Defense:
Two-Weapon Pin:
Spoiler
Prerequisites: Dex 15, Two-Weapon Fighting
Benefit: When you take a full attack action to attack with two weapons, and hit with one weapon, make a Strength check, opposed by the Strength or Dexterity check of your opponent (using whichever modifier is higher). You get a +4 bonus for every size category you are larger than Medium or a -4 penalty for every size category you are smaller than Medium, and your opponent is entitled to the same bonuses and penalties based on his size. If you win the check, you may immediately make an attack with the other weapon (if you have such an attack left in your attack sequence) against the same target, and the target loses his Dexterity bonus against this attack.
Special: Even though your opponent loses his Dexterity bonus against the attack, it does not allow you to make a sneak attack against him. (You may, however, make a sneak attack if you would qualify for it without this feat.)
Two-Weapon Trap:
Rapid Attack:
Spoiler
Prerequisites: Dex 13, Weapon Finesse, BAB +4
Benefit: Whenever you make an attack or full attack while using Weapon Finesse, you may choose to make a rapid attack instead. When making a rapid attack, replace each attack to which you would normally be entitled (except those gained from magical effects such as Haste or a Speed weapon) with a number of attacks equal to your Dexterity bonus.
When making a rapid attack, you are considered to have a strength of 10 (if it is normally higher), and so gain no strength bonus to damage or to opposed rolls and may not use any feats that require a strength of more than 10.
In addition, any weapon used in a Rapid Attack is considered to have damage of 1d6 or its usual damage, whichever is less.
Also, magical effects and bonuses to damage (such as that done by a +1 weapon or a flaming weapon) apply only on those attacks to which you would normally be entitled.
Finally, you may not deal any form of precision damage while using a Rapid Attack.
Weapon Focus:
Spoiler
Choose one type of weapon. You can also choose unarmed strike or grapple (or ray or touch attack, if you are a spellcaster) as your weapon for purposes of this feat.
Prerequisites: Proficiency with selected weapon, base attack bonus +1.
Benefit: You gain a 25% increase to the numerical benefits gained from the following feats when used with the chosen weapon: Combat Expertise, Power Attack, Deadly Aim, Improved Disarm, Greater Disarm, Improved Trip, Greater Trip, Improved Sunder, Greater Sunder. You may choose to instead gain a +1 bonus on the attack roll with the selected weapon.
If you are entitled to multiple percentage bonuses to the effects of a feat, add together all the percentages before applying the result to the effect of the feat and rounding down.
Weapon Specialization:
Spoiler
Choose one type of weapon. You can also choose unarmed strike or grapple (or ray or touch attack, if you are a spellcaster) as your weapon for purposes of this feat.
Prerequisites: Proficiency with selected weapon, Weapon Focus with selected weapon, fighter level 4th.
Benefit: You gain a 25% increase to the numerical benefits gained from the following feats when used with the chosen weapon: Combat Expertise, Power Attack, Deadly Aim, Improved Disarm, Greater Disarm, Improved Trip, Greater Trip, Improved Sunder, Greater Sunder. You may choose to instead gain a +2 bonus on the damage roll with the selected weapon.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon.
If you are entitled to multiple percentage bonuses to the effects of a feat, add together all the percentages before applying the result to the effect of the feat and rounding down.
Greater Weapon Focus:
Spoiler
Choose one type of weapon. You can also choose unarmed strike or grapple (or ray or touch attack, if you are a spellcaster) as your weapon for purposes of this feat.
Prerequisites: Proficiency with selected weapon, Weapon Focus with selected weapon, fighter level 8th.
Benefit: You gain a 25% increase to the numerical benefits gained from the following feats when used with the chosen weapon: Combat Expertise, Power Attack, Deadly Aim, Improved Disarm, Greater Disarm, Improved Trip, Greater Trip, Improved Sunder, Greater Sunder. You may choose to instead gain a +1 bonus on the attack roll with the selected weapon.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon.
If you are entitled to multiple percentage bonuses to the effects of a feat, add together all the percentages before applying the result to the effect of the feat and rounding down.
Greater Weapon Specialization:
Spoiler
Choose one type of weapon. You can also choose unarmed strike or grapple (or ray or touch attack, if you are a spellcaster) as your weapon for purposes of this feat.
Prerequisites: Proficiency with selected weapon, Greater Weapon Focus with selected weapon, Weapon Focus with selected weapon, Weapon Specialization with selected weapon, fighter level 12th.
Benefit: You gain a 25% increase to the numerical benefits gained from the following feats when used with the chosen weapon: Combat Expertise, Power Attack, Deadly Aim, Improved Disarm, Greater Disarm, Improved Trip, Greater Trip, Improved Sunder, Greater Sunder. You may choose to instead gain a +2 bonus on the damage roll with the selected weapon.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon.
If you are entitled to multiple percentage bonuses to the effects of a feat, add together all the percentages before applying the result to the effect of the feat and rounding down.
New equipment rules:
Spoiler
-When the Craft skill is used to repair a damaged item (or one broken with a clean break), the process takes only one day. Alternatively, the character may make a quick repair, which takes only one hour, requires half the normal raw material cost (one-tenth the item's nonmagical cost), and has a DC 5 lower than that to craft the item, but the item takes a -1 penalty to attack and damage rolls, and if magical has unreliable functioning (as a cursed item with that property). The penalties last until the item is repaired normally.
-There is a new type of weapon: A shifting weapon (+1 effective enhancement bonus) may turn into another weapon on command. Melee weapons can only turn into other melee weapons, projectile weapons into other projectile weapons, and thrown weapons into other thrown weapons. Ammunition cannot have the Shifting property. If an item can be used in melee or thrown, it can be treated as either, but not as both for a single weapon. When an Identify spell indicates that a weapon is shifting, it also indicates all available forms.
Changing the form of a shifting weapon is a standard action. When determining the price of a shifting weapon, the prices of all of its forms must be paid for seperately, but the masterwork component only needs to be paid once, and each type of special material must only be paid for once (using the form for which it is most expensive.)
It is possible to split a shifting melee weapon with a +2 or higher actual enhancement bonus into two weapons, suitable for two-weapon fighting; in this case, the pair of weapons is considered to be the weapon's form. When this is done, each magical property and enhancement of the item, except the Shifting property, applies to only one of the weapons (chosen at the time the weapon is split.)
When wielding two shifting weapons, it is possible to absorb one into the other when changing the form of the latter. The absorbed weapon gives no benefit, but is kept safe until the weapons are split again.
A True Sight spell allows the recipient to see all possible forms of a shifting weapon.
When rolling treasure, the top two numbers (for a minor item) or top number (for an medium or major item) assigned to the Flaming, Frost, and Shock properties instead indicate a Shifting weapon with 1d4+1 randomly selected forms. A randomly generated Shifting weapon will have all forms of the same special material (if any.)
A shifting weapon has a strong aura of transmutation, a CL of 15, and requires Polymorph Any Object to create.
-Shifting armor works similarly to a shifting weapon, but can also take the form of a normal set of clothes. When randomly rolling armor, rolling a 30-32 (for a minor item) or 8 (for a medium item) results in a Shifting item instead; in addition, if spell resistance of 15 or higher is rolled, there is a 10% chance that the item is also Shifting, and the spell resistance is reduced by 2.
Skill (and skill-boosting item) changes:
Monk:
Spoiler
The monk gets the following abilities, making him an extremely powerful anti-caster.
-level 5: Soulspell. Beginning at 5th level, a monk may designate one beneficial spell affecting her, plus one additional spell for every 4 levels after 5th, as a soulspell. Whenever an attempt is made to dispel the soulspell, the monk is allowed a Will save (with the DC equal to the DC the dispelling effect would normally have if it allowed a save) to negate the dispel.
-Avoid Impediment (Su): At 6th level, a monk gains the ability to shrug off hindrances to her mobility. Whenever she is affected by a magical effect that would be blocked by Freedom of Movement, she may make a will save once per round as a free action to remove it. If such an effect impedes her movement but she is not the target (such as a web or solid fog spell), she may make a will save once per round; succeeding on the save allows her to move normally for that round.
This does not protect against nonmagical hindrances to movement such as grappling or being underwater.
-Purity of Sight (Su): At 8th level, a monk gains the ability to see past illusion effects. Whenever she is aware of the existence of a visual illusion effect (including effects such as Blur, Displacement, or Mirror Image), she may make a Will save once per round as a free action to ignore it, as though affected by a True Seeing spell. Once an effect has been negated in this manner it remains negated, even if the target afterward leaves the monk’s sight and then returns.
-Inviolate Soul (Ex): At 9th level, a monk gains immunity to possession or mental control, as though protected by a Protection from Evil spell. This effect does not grant any of the other benefits of the spell, such as a bonus to AC or saves or protection from summoned creatures.
-Purity of Form (Su): At 10th level, a monk gains the ability to recover from inimical effects that change her form, such as a Flesh to Stone or Baleful Polymorph spell. Whenever affected by such an effect, she may make one Fortitude save per round as a free action to remove it. If the effect reduces her Fortitude save bonus or would prevent her from making the save, she may roll the save as though not affected by it.
-Diamond Spirit (Ex): At 14th level, a monk gains added resistance to death spells, magical death effects, energy drain, and negative energy effects (including the saving throw necessary 24 hours after gaining a negative level). Whenever targeted by such an effect, the monk is entitled to a Fortitude save to negate it (even if she normally would not be), and may add her Wisdom bonus to the saving throw.
-Superior Reflexes (Ex): At 16th level, a monk using a delay action may choose to interrupt another character’s action with her turn (as though she had readied the interruption, although she may use a full round’s worth of actions rather than just a single standard or shorter action.) After the interruption is finished, the interrupted character finishes his action if still able to do so. The monk’s new initiative count becomes that of the interrupted character, and she acts immediately ahead of the interrupted character.
-Resolute Strike: At 17th level, when a monk attacks, with an unarmed strike or natural weapon, a target protected by a deflection bonus, he may make a Will save (DC=10+2Xdeflection bonus). If the save is successful, the attack ignores the deflection bonus. (If the save fails, the attack resolves normally.)
-Greater Diamond Soul: At 18th level, a monk's spell resistance increases by 5, to 15+class level.
-Empty Body is improved: While ethereal, the monk may use Abundant Step at will, but each usage counts as an extra round spent ethereal. The ethereal state may be entered or exited as a free action.
Fighter:
Barbarian:
Spoiler
The barbarian gains a special ability at 10th level, and once every 3 levels afterward (just like a rogue). The barbarian's abilities can be chosen from the following list. Unless otherwise noted, these abilities may only be used when raging and each one may only be taken once:
Grappler:
Throw:
Spoiler
The barbarian may, as a full-round action, lift above his head an item weighing up to twice his maximum load. The following round, he may spend a full-round action to throw the item as an improvised thrown weapon.
This requires an attack roll, with a penalty depending on the weight of the item: An item weighing up to the barbarian's light load takes only the -4 penalty for an improvised weapon, an item weighing more than his light load takes an additional -3 penalty for -7 total, an item weighing more than his medium load takes an additional -3 penalty for -10 total, and an item weighing more than his heavy load takes an additional -5, for a total penalty of -15 to the attack roll. An item larger than the barbarian himself always takes the full -15 penalty.
If the item hits, it does damage as though hurled with the Telekinesis spell (if it is too heavy to be hurled with that spell, it deals the damage such an item would do if it were possible), with no special rules for weapons.
A barbarian with both this ability and the Grappler ability may, as a full-round action, use a Grapple check to lift a grappled creature no larger than himself above his head (provided its weight is not too high); if the creature does not escape by the next round, he may throw it as he would throw an item.
A thrown item that hits a structure or structural feature that is not freestanding, it does no damage. Instead, the item makes a strength check to break the item, with an effective strength bonus equal to 1/10th the damage it would have done (rounded down). If the barbarian has the Break Item special ability, the bonus from the ability applies to this roll.
Break Item:
Improved Power Attack:
Battle Rush (borrowed and slightly modified from Ashtagon's idea in this thread):
Desperate Rage:
Unstoppable:
Feat: A barbarian may gain a bonus feat instead of an ability. This feat must either be Power Attack or have Power Attack as a prerequisite, and applies even when the barbarian is not raging. This choice may be taken more than once.
Paladin:
Spoiler
The paladin now gets a bonus feat at 2nd level and every 6 levels afterward, in addition to his existing abilities.
The paladin's Smite Evil is boosted by the following changes:
Blackguard:
Ranger:
Spoiler
Favored enemy change:
Spoiler
Whenever a ranger chooses a new favored enemy, or increases the bonus to an existing favored enemy, he may choose, in addition to the standard bonuses listed in the PHB, one of the following features, which then affects all attacks against such creatures (or attacks by such creatures, in the case of a defensive bonus):
1. Sneak attack 2d6. This works just as the rogue ability of the same name. If the favored enemy type is naturally immune to sneak attacks (such as oozes or undead), it is still subject to this sneak attack (unless the creature is protected from sneak attacks in some manner as well). This ability may be chosen more than once, and the effects stack. (If a creature falls into two categories of favored enemy, however, the effects from the two categories overlap.)
2. Superior critical. The ranger automatically confirms all critical hits against the favored enemy. If the favored enemy type is naturally immune to critical hits, the ranger may affect them with critical hits anyway (unless the creature is protected from critical hits in some other manner as well).
3. The ranger gets a +4 dodge bonus to AC against attacks by such creatures, and a +4 bonus on all saves against abilities granted by a race of the favored enemy type or a template that changes the creature's race to that type. The save bonus applies regardless of whether the creature is actually of that type; a ranger with Abberration as a favored enemy would get a bonus against the spell-like abilities of a half-dragon aboleth even though it is a dragon rather than an aberration.
This ability may be taken more than once; the effects stack. (If a creature falls into two categories of favored enemy, however, the effects from the two categories overlap.)
4. The ranger's attacks are automatically considered to have a particular property for purposes of bypassing the damage reduction and regeneration of the favored enemy, or of something that gained such a property from being of a race of that type (even if it does not have the type due to a template). The property depends on the selected creature type:
If an enemy belongs to more than one favored enemy category, the effects may all be applied, but increases to effective magical enhancement bonus do not stack.
5. A +10 bonus to all knowledge checks regarding creatures of the favored enemy type. A knowledge check to which this ability applies is always considered trained. This may only be taken once for each favored enemy, and the effects overlap for a creature falling into more than one favored enemy category.
Combat Style change:
-Balance is added to the ranger's list of class skills. If he takes 5 ranks in Jump, Swim, or Climb, he may use his Dexterity modifier instead of his Strength modifier as the key ability for that skill, and he gains a swim speed (for Swim) or climb speed (for Climb) equal to half his land speed, with all the associated advantages.
-The ranger is proficient with the net as well as all simple and martial weapons.
Level 1: The ranger gets Fast Movement just like (and overlapping with) the barbarian ability.
Level 3: The ranger may hide after attacking as a free action, and may do it even within 10' of his enemy. He still takes a -20 penalty.
Level 5: The ranger gets Blind-fight as a bonus feat.
Level 7: The ranger gets the Camouflage ability at this point instead of level 13.
Level 13: The ranger may hide in plain sight, but takes a -20 penalty on the Hide check to do so.
Level 17: The ranger takes no penalty to hide after attacking or to hide in plain sight.
Rogue:
Last edited by Yitzi : 02-10-2013 at 12:01 PM.
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