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  1. - Top - End - #1
    Bugbear in the Playground
     
    Beholder

    Join Date
    Jun 2010
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    Default 3.5 Class Adjustments

    Hello Playground, I am working on a 3.5 game and wanted to tweak some classes and would like some input. Here's what I have so far:

    Each character chooses either a craft skill, a knowledge skill, perform skill, or a profession skill at first level. You always have maximum skill points in that skill. (This is to encourage characters to take an RP appropriate skill they may not have otherwise)

    There are no cross-class penalties for characters.

    Barbarian:
    A barbarian can make a full attack after charging.

    Fighter:
    Add Listen, Spot, and Tumble to your list of class skills. Your skill points are equal to 4 + your intelligence modifier per level (x4 at first).
    A Fighter may take a single five foot step between his attacks when making a full attack.

    Hexblade:
    You have a good fortitude save, as a fighter.
    Your curse ability is usable 1 + your Cha modifier times per day. Using your curse ability is a swift action. If the opponent succeeds on their save against your curse, a use is not expended.
    Hexblades ignore arcane spell failure while in light or medium armor and while using a light shield or buckler.
    At 6th level, the hexblade can cast one hexblade spell per day as a swift action, as long as its original casting time is a standard action or faster. He gains an additional use of this power at levels 8, 11, 14, and 18.

    Monk:
    Your base attack bonus is equal to your level, like a fighter.
    When your base attack bonus reaches +6, you may make two attacks as a standard action. When attacking in this way, you take the same penalties as you would when flurrying. At +11 you may attack three times as a standard action, and finally at +16 you may make four attacks as a standard action. This allows the monk to make multiple attacks while charging.

    Ninja:
    Sudden Strike works identically to sneak attack.
    Ninjas learn a skill trick for which they meet the prerequisites at first level and third level, along with every third level thereafter.

    Ranger:
    Add the following combat styles to the standard ranger choices:

    Demolisher: At second level, a demolisher ranger gains Power Attack as a bonus feat. At sixth level, a demolisher ranger gains Favored Power Attack as a bonus feat. At 11th level, a demolisher ranger gains Brutal Strike as a bonus feat, and may use the feat with non-bludgeoning two-handed weapons.

    Einhander: At second level, while fighting with a light or one-handed slashing or piercing weapon and nothing in their off hand, an einhander ranger may use the combat reflexes and combat expertise feats, even if he does not meet the prerequisites. At sixth level, an einhander ranger wielding a light or one-handing slashing or piercing weapon and nothing in their off hand, they gain a +1 dodge bonus to their AC and reflex saves. At 11th level while wielding a light or one-handed slashing or piercing weapon and nothing in their off hand, they may make an extra attack using their highest base attack bonus when using the full attack action.

    Mage Hunter: At 1st level, you do not select a favored enemy from Table 3-14 in the Player's Handbook. At 5th, 10th, 15th,and 20th level, you can choose favored enemies as normal. You gain favored enemy (arcanists). This feature works just like the favored enemy ability (PH 47). The bonuses granted apply to any character capable of casting arcane spells or using invocations (but not other spell-like abilities). At second level you gain Stand Still as a bonus feat. At sixth level you gain Mage Slayer as a bonus feat. At 11th level you gain Pierce Magical Protection as a bonus feat.

    Warder: At second level, a warder ranger gains the Shield Specialization feat as a bonus feat. At sixth level, a warder ranger gains Shield Ward as a bonus feat. At 11th level, a warder ranger may apply his shield bonus to a single adjacent ally until the end of his next turn as a swift action, in addition to applying it to his own AC. That ally also gains the benefit of the Shield Ward feat.

    Scout:
    Add Disable Device to your list of class skills.
    The skirmish ability counts as sneak attack for the purposes of meeting the prerequisites of feats and prestige classes, and any effects that would increase or otherwise improve or change sneak attacks apply to your skirmish damage.

    Shadowcaster:
    Intelligence determines the DC to resist your mysteries. Intelligence also determines the highest level mystery you can cast. You gain bonus mysteries based on a higher intelligence just as a wizard gains bonus spells.
    You no longer have to take mysteries in a given Path in order.
    Within a category—Apprentice, Initiate, Master—you must have at least two mysteries of any given level before you can take any mysteries of the next higher level. For instance, you must have two 1st-level mysteries before you can take any 2nds, and at least two 2nds before you can take any 3rds.
    You no longer get a bonus feat equal to half the number of paths you have access to. Instead, you get a bonus feat equal to the total number of Paths you complete.
    You may “swap out” mysteries, up to one each level. If you “un-complete” a Path in this way, however, you lose access to the bonus feat you gained from completing that Path. (You can regain access by re-completing the Path, completing a different Path and choosing that feat as your new bonus, or selecting that feat as a normal feat at your next opportunity.)
    Once your Apprentice Mysteries become supernatural abilities, change the save DC from 10 + equivalent spell level + Cha to 10 + 1/2 caster level + Int.

    Sorcerer:
    At first, fifth, tenth, fifteenth, and twentieth level, you gain a heritage feat for which you meet the prerequisites as a bonus feat.

    Just hoping to fix some issues with classes, any input or suggestions for other fixes?
    Last edited by Lhurgyof; 2019-02-20 at 12:00 AM.

  2. - Top - End - #2
    Bugbear in the Playground
     
    ElfMonkGuy

    Join Date
    Nov 2011
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    Default Re: 3.5 Class Adjustments

    It really depends on your game. Particularly its power level.

    This is going to do nothing to fix the 'martials vs. casters' issue. If you're not particularly worried about fixing that issue - either because your players have a good sense of fair play and want a very basic game or else because they're new enough to not know the 'correct' choices and just want things to be simple - then these are some decent quality-of-life fixes.

    You may wish to create a catch-all full attack fix at +6 BAB rather than trying to individualize them to the classes, as odd fighter levels past 1st are notoriously useless. Your full attack fix for them adds an incentive to reach fighter level 6, which is still a trap as it's still not worth 2 dead levels.

    Martials need multiclassing; don't penalize them for it. This is true of any game where you expect a sorcerer to make reasonable spell choices (grease, web, invisibility, fly, teleport, etc.) and use them in an as-intended way.
    Last edited by Anachronity; 2019-02-19 at 01:38 PM.

  3. - Top - End - #3
    Bugbear in the Playground
     
    Beholder

    Join Date
    Jun 2010
    Location
    in the playground.
    Gender
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    Default Re: 3.5 Class Adjustments

    Quote Originally Posted by Anachronity View Post
    It really depends on your game. Particularly its power level.

    This is going to do nothing to fix the 'martials vs. casters' issue. If you're not particularly worried about fixing that issue - either because your players have a good sense of fair play and want a very basic game or else because they're new enough to not know the 'correct' choices and just want things to be simple - then these are some decent quality-of-life fixes.

    You may wish to create a catch-all full attack fix at +6 BAB rather than trying to individualize them to the classes, as odd fighter levels past 1st are notoriously useless. Your full attack fix for them adds an incentive to reach fighter level 6, which is still a trap as it's still not worth 2 dead levels.

    Martials need multiclassing; don't penalize them for it. This is true of any game where you expect a sorcerer to make reasonable spell choices (grease, web, invisibility, fly, teleport, etc.) and use them in an as-intended way.

    Most of the players are new to D&D in general, and have only played 3.5 once so I was focusing on quality of life, yeah.

    I fixed the whole thing to be BAB-based, good catch.
    Quote Originally Posted by Hans
    Not again...

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