Li Shenron said:
Would it be a lesser improvement if the campaigned was powered-up for every class by getting a feat every 2 levels instead of 3? If character feats were given at 1st, 3rd, 5th, 7th, 9th, 11th, 13th, 15th, 17th and 19th, that would be 3 feats more than normal, and is would lessen the value of Figther bonus feats...
I suggest you revamp all of the classes so that you get a feat at every level and no special abilities. I did that and it works great (no levels where you get no feats and no levels where you get two). I suggest that at odd levels you have to take a class feat and even levels you can take a class feat or a general feat. Plus you get a character feat at 1st level.
Wizards more than double their class feats with the rule, but they have to take Familiar and Scribe Scroll as class feats. Since they get twice as many, Wizards need to have their metamagic and item creation feats cut in half (e.g., the first time you take Extend Spell, it only applies to one school of magic and the second time it applies to all schools--so it takes 2 feats to get the full benefit of a metamagic feat). My suggestion for item creation feats is to break them up by spell level. For example, Scribe Scroll works for spell levels 1-9; Invest Spell (aka Craft Wand) works for spell levels 1-4 and Improved Invest Spell for levels 5-9 (I made the investment of multiple powers, as in a staff, require another feat: Invest Multiple Powers); Brew Lesser Potion works for spell levels 1-3, Brew Medium Potion for spell levels 4-6, and Brew Greater Potion for spell levels 7-9; Enhance Item provides an enhancement bonus to armor or weapon of +1 (may take the feat up to 5 times for +5 enhancement bonus); and Craft Magic Item allows you to create an item that has a 1st level spell power or its equivalent (same as a combination of Craft Rod, Forge Ring, Craft Arms/Armor (excluding enhancement), Craft Wondrous Item, but only for 1st level spells or equivalent). You can take Craft Magic Item up to 9 times to enable crafting or magic items up to 9th spell level-equivalent in power. These suggestions make Wizards relatively better at making scrolls, potions, and wands, but relatively worse at crafting permanent magic items (except for low level magic items, at which they are superior). I like.
Rogues would have the following class feats: Sneak Attack, Trapfinding, Evasion, Uncanny Dodge, Improved Unanny Dodge, all of their special abilities, and Skill Focus. I would make them take another class feat to use sneak attack more than once per round (Rapid Sneak Attack). And I might throw in a couple more feats from the general list, such as Quick Draw. I imagine just about all Rogues would take Sneak Attack by 5th level, but you wouldn't have to.
I merged Clerics and Sorcerers with Wizards, which you probably don't want to do. So, instead, I suggest that Clerics and Sorcerers don't get any class feats, so they can't take any feats on odd levels. Alternatively, divide domains into 5 chunks and let a cleric take one of the chunks as a class feat (e.g., Domain I grants the feat of a domain and allows casting of 1st level domain spells, Domains II-V grant ability to cast domain spells of 2 spell levels higher). Even better, make the spell turning and spontaneous cure abilities into domain feats, but break each domain into 4 chunks.
I made Bards, Druids, Paladins, Rangers, and Monks prestige classes, but you can translate their abilities into class feats if you didn't want to do anything so drastic.
BTW, I added new core classes Champion, Swashbuckler, Marksman, and Sage, to fill the void left by the core classes that merged or departed for Prestige status. No need to go into detail since you aren't interested (I'm guessing).