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D&D 3.6 really just my campaign

Tagnik

First Post
This is my version of D&D that I plan on DMing. I just wanted to make a more simplified version, because I'm a new DM and am afraid of surprises. This was also an attempt to make Multiclass a more important function and just threw out all Prestige Classes to help eliminate some cheese. Let me know what you think.

allowed classes
-Fighter, Bard, Rogue, Barbarian, Ranger, Scout, Apotheosis (Favored Soul), Sorcerer, Paladin, Knight, Weapon Master (Samurai), Marshal, Swashbuckler, Hexblade.

Ranger/Paladin: These classes now cast spontaneously. They use the same number of Spells Known as a Hexblade. The Variants from the Complete Warrior may be used. A Paladin may use a Remove Disease to turn as a Cleric.

Apotheosis: Favored Souls may choose Wings or a Domain Ability (not spells) at level 17. Favored Souls cast spells from either the Cleric Spell list or the Druid Spell list. If they cast as a Druid, they must follow the Material, Alignment, Weapon restrictions. They gain Wild Empathy, Nature Sense, and Resist Nature’s Lure as normal; and may substitute Venom Immunity for a Resistance and may only choose wings. All Favored Souls may exchange the weapon feats for other feats and gain the class skills list of both the Favored Soul and a Druid or a Cleric. They still use the same skills per level.

Knight: Gain Warhorse (Animal Companion) class feature, as a ranger at 4th level.

Marshal: Hit dice are changed from d8 to d10 and they gain tower shield proficiency.

Samurai: Daisho Proficiency’s Katana can be substituted for any Melee Exotic Weapon. Alternate weapon style of Cleave, Improved Critical, and Power Critical at levels 2, 11, and 16, instead of Two Swords as One. Iaiujutsu Master can be substituted for an Exotic Weapon Stunt (See Below).

Bard: When takes advantage of Battle Caster feat, gains Medium Armor proficiency, gains Jack-of-All-Trades feat at 4th level.

Swashbuckler: Dodge Bonus acts as a Monk’s Dodge bonus, only when wearing No armor, otherwise works regularly in light armor. Gains fast movement at level 5, 10, and 15, and 20; as +5, +10, +15, +20.

Hexblade: When takes advantage of Battle Caster feat, gains Medium Armor proficiency

Specialist Sorcerer: as Warmage except skills and armor; the Sudden Feats become Bonus Feats as a Wizard. Warmage Edge becomes School Mastery. Advanced Learning changes to School Mastery (See Below); and spells are known as a Sorcerer. Armored Mage Light and Medium changes to Specialist Wizard Variant ability and may choose any two of the three (on d20srd.org website, I think it's in Unearthed Arcana). They gain a Bonus spell every level and must choose one school of magic to cast from permanently. They gain Summon Familiar at 1st level.

Extra: Variants: Totem Barbarians, Bardic Sage, Thug (Fighter), Paladin of Freedom, Planar Ranger, Urban Ranger, Specialist Wizard (use as Specialist Sorcerer). (www.d20srd.org). Bardic Sages use Intelligence for all Spellcasting factors. Fighters get Profession and Speak Language as a class skill and may substitute Intimidate for a different “Social” skill, such as Diplomacy, Gather Information, or Sense Motive. Knights add Diplomacy as class skill. Frenzy does no sub dual damage nor is it instigated from being damaged.

-Bards: Bards may choose feats from other sources at DM approval.
-Spell-Casters must use a Divine Focus or an Arcane Focus. Divine Focus is a Holy Symbol, and an Arcane Focus is a Wand or Staff, this replaces materials as "Eschew Materials" feat and other focuses (spl). High cost components are still needed.
- PHBII class variant options are allowed, No Prestige Classes allowed
- Leadership Feat not allowed, Feats and Spells can be gained from Core, Minis, PHBII, Splat, and Races books with DM Approval.
- Core Races only, Sorcerer becomes Elves Favored Class,
Half-Orcs are now known as Barbarians and are not related to Orcs (but keep the Orc-Blood ability), Barbarian class is now Berserker.

Starting Stats: 17 16 14 13 11 10

Feats:

Frenzy: Greater Rage class feature (or equivilant): while raging +2 to strength, gain an extra attack per round when making a full attack action at full attack bonus. -1 to AC. DC 20 Will to end.

Improved Frenzy: Frenzy, Endurance: +2 to strength, -2 to AC while in Frenzy.
Greater Frenzy: Improved Frenzy: +2 to Strength, -2 to AC while in Frenzy.

Deathless Frenzy: Frenzy, Die Hard: as the Frenzied Berserker ability.

Improved Power Attack: Fighter Level 10th, Power Attack: As the Frenzied Berserker ability.

Supreme Power Attack: Improved Power Attack, Fighter Level 15th: As the frenzied berserker ability

Supreme Cleave: Greater Cleave, BAB +8: As the Frenzied Berserker ability

Spell Mastery: Caster level 1st: Choose a number of spells equal to your intelligence bonus that you already know. You may cast these spells without a Focus.

Improved Companion: Animal Companion class feature, Handle Animal 9 ranks, Animal Affinity: Your animal companion’s level is based on your class level -3.

Marching Music: Bardic Music class feature: A Bard can start a bardic music ability during a double move as a free action and may concentrate on it during a double move as a free action.

Commanding: Marshal level 15: By taking a standard action each round A Marshal may emit 2 minor auras instead of just 1 and the aura’s ranges increase by 10 feet.

Daisho Stunt: Samurai 5th: As the Exotic Weapon Master’s Stunt

Poison Use: Sneak Attack/Skirmish +3d6, Int 13+: never risk poisoning self when applying it to a blade.

Improved Poison Use: Sneak Attack/Skirmish +5d6, Dex 13+, Poison Use: apply poison as a move action.

Combine Songs: Perform 12 ranks, Bardic Music: as the War Chanter ability.

----------

School Mastery Class Feature: choose a number of spells equal to you intelligence modifier that you don’t already know up to the maximum level that you know. These spells become added to your Spells Known list.
 

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Nyaricus

First Post
Tagnik said:
This is my version of D&D that I plan on DMing. I just wanted to make a more simplified version, because I'm a new DM and am afraid of surprises. This was also an attempt to make Multiclass a more important function and just threw out all Prestige Classes to help eliminate some cheese. Let me know what you think.
Sounds like an admirable goal, and I do similar stuff myself for my agme (in the context thereof, not your specific house rules....) but lets see what we go, eh?

Tagnik said:
allowed classes
-Fighter, Bard, Rogue, Barbarian, Ranger, Scout, Apotheosis (Favored Soul), Sorcerer, Paladin, Knight, Weapon Master (Samurai), Marshal, Swashbuckler, Hexblade.
you are, well, kinda heavy on the melee guys here, I'll say that first off. And when the Bard is getting to be one of your primary casters, I think we need to include some more classes. Just a first impression though....

Tagnik said:
Ranger/Paladin: These classes now cast spontaneously. They use the same number of Spells Known as a Hexblade. The Variants from the Complete Warrior may be used. A Paladin may use a Remove Disease to turn as a Cleric.
Cast spontaneously? I like that, adn will grab for my games (for somereason, I though they did when you first said that anyway :p).

Tagnik said:
Apotheosis: Favored Souls may choose Wings or a Domain Ability (not spells) at level 17. Favored Souls cast spells from either the Cleric Spell list or the Druid Spell list. If they cast as a Druid, they must follow the Material, Alignment, Weapon restrictions. They gain Wild Empathy, Nature Sense, and Resist Nature’s Lure as normal; and may substitute Venom Immunity for a Resistance and may only choose wings. All Favored Souls may exchange the weapon feats for other feats and gain the class skills list of both the Favored Soul and a Druid or a Cleric. They still use the same skills per level.
So, Favoured Souls replace Clerics and Druid in your games? I've only ever heard these guys are less than powerful, but I do agree with setting a limit on spells known for the cleric - that does create cheese ;). I think, however, that you should type this class up in another thread and link it to this one because your changes are all over the place, and I'd needto see it in it's entirety to give fair feedback.

Tagnik said:
Knight: Gain Warhorse (Animal Companion) class feature, as a ranger at 4th level.
This kinda forces them more into the pidgeonhole that Paladins are in with their warhorse - they are better fighting when mounted; but what do you do indoors? Personally, a good varent I've seen is give Shield specialization as a feat you can take instead of Mounted Combat, which is a varient I allow IMGs. The knight is already a pretty powerful class, and at low levels you are upping the ante for this class - and at high levels you are aking for a nasty death for his mount, and many of them.

Tagnik said:
Marshal: Hit dice are changed from d8 to d10 and they gain tower shield proficiency.
Also consider giving them 1/1 BAB - I don't think that would over power them at all.

Tagnik said:
Samurai: Daisho Proficiency’s Katana can be substituted for any Melee Exotic Weapon. Alternate weapon style of Cleave, Improved Critical, and Power Critical at levels 2, 11, and 16, instead of Two Swords as One. Iaiujutsu Master can be substituted for an Exotic Weapon Stunt (See Below).
Sounds good, but are you using OA or ComWar? Those two versions are very different...

Tagnik said:
Bard: When takes advantage of Battle Caster feat, gains Medium Armor proficiency, gains Jack-of-All-Trades feat at 4th level.
Sounds god, esp. the Jack feat :)

Tagnik said:
Swashbuckler: Dodge Bonus acts as a Monk’s Dodge bonus, only when wearing No armor, otherwise works regularly in light armor. Gains fast movement at level 5, 10, and 15, and 20; as +5, +10, +15, +20.
fast movement helsp this class out, so good choice there :)

Off the top of my head, I can't remember the difference between monk and swashbuckler dodge bonuses; could you sum that up for me?

Tagnik said:
Hexblade: When takes advantage of Battle Caster feat, gains Medium Armor proficiency
Alrighty :)

Tagnik said:
Specialist Sorcerer: as Warmage except skills and armor; the Sudden Feats become Bonus Feats as a Wizard. Warmage Edge becomes School Mastery. Advanced Learning changes to School Mastery (See Below); and spells are known as a Sorcerer. Armored Mage Light and Medium changes to Specialist Wizard Variant ability and may choose any two of the three (on d20srd.org website, I think it's in Unearthed Arcana). They gain a Bonus spell every level and must choose one school of magic to cast from permanently. They gain Summon Familiar at 1st level.
Another class, like the Apothesis, which needa full write up to grasp the changes; I'll reserve my comments til then ;)

Tagnik said:
Extra: Variants: Totem Barbarians, Bardic Sage, Thug (Fighter), Paladin of Freedom, Planar Ranger, Urban Ranger, Specialist Wizard (use as Specialist Sorcerer). (www.d20srd.org). Bardic Sages use Intelligence for all Spellcasting factors. Fighters get Profession and Speak Language as a class skill and may substitute Intimidate for a different “Social” skill, such as Diplomacy, Gather Information, or Sense Motive. Knights add Diplomacy as class skill. Frenzy does no sub dual damage nor is it instigated from being damaged.
Most sounds good (like adding Dip for Knights), but where does Frenzy apply?

Tagnik said:
-Bards: Bards may choose feats from other sources at DM approval.
what does this tie into, sorry?

Tagnik said:
-Spell-Casters must use a Divine Focus or an Arcane Focus. Divine Focus is a Holy Symbol, and an Arcane Focus is a Wand or Staff, this replaces materials as "Eschew Materials" feat and other focuses (spl). High cost components are still needed.
Now THAT is awesome. Stolen for my houserulebook. :D

Tagnik said:
- PHBII class variant options are allowed, No Prestige Classes allowed
Okay, sounds good. Personally, my favourite is the Druid variiant in there :)

Tagnik said:
- Leadership Feat not allowed, Feats and Spells can be gained from Core, Minis, PHBII, Splat, and Races books with DM Approval.
No leadership = A Good Thing (tm) IMO.

Tagnik said:
- Core Races only, Sorcerer becomes Elves Favored Class,
Half-Orcs are now known as Barbarians and are not related to Orcs (but keep the Orc-Blood ability), Barbarian class is now Berserker.
Sorry, the only thins is: how are half-orcs not orcs but have orc blood? That's the main thing I have...

Tagnik said:
Starting Stats: 17 16 14 13 11 10
No Dice? Not even *shiver* point buy? Just straight "these are you stats." Man, that doesn't sound liek fun at all, and rolling stats are one of my favourite aspects of the game :\

Tagnik said:
Feats:

Frenzy: Greater Rage class feature (or equivilant): while raging +2 to strength, gain an extra attack per round when making a full attack action at full attack bonus. -1 to AC. DC 20 Will to end.

Improved Frenzy: Frenzy, Endurance: +2 to strength, -2 to AC while in Frenzy.
Greater Frenzy: Improved Frenzy: +2 to Strength, -2 to AC while in Frenzy.

Deathless Frenzy: Frenzy, Die Hard: as the Frenzied Berserker ability.

Improved Power Attack: Fighter Level 10th, Power Attack: As the Frenzied Berserker ability.

Supreme Power Attack: Improved Power Attack, Fighter Level 15th: As the frenzied berserker ability

Supreme Cleave: Greater Cleave, BAB +8: As the Frenzied Berserker ability

Spell Mastery: Caster level 1st: Choose a number of spells equal to your intelligence bonus that you already know. You may cast these spells without a Focus.

Improved Companion: Animal Companion class feature, Handle Animal 9 ranks, Animal Affinity: Your animal companion’s level is based on your class level -3.

Marching Music: Bardic Music class feature: A Bard can start a bardic music ability during a double move as a free action and may concentrate on it during a double move as a free action.

Commanding: Marshal level 15: By taking a standard action each round A Marshal may emit 2 minor auras instead of just 1 and the aura’s ranges increase by 10 feet.

Daisho Stunt: Samurai 5th: As the Exotic Weapon Master’s Stunt

Poison Use: Sneak Attack/Skirmish +3d6, Int 13+: never risk poisoning self when applying it to a blade.

Improved Poison Use: Sneak Attack/Skirmish +5d6, Dex 13+, Poison Use: apply poison as a move action.

Combine Songs: Perform 12 ranks, Bardic Music: as the War Chanter ability.
I'll have to revewi the feats later tonight, for now: work!

Tagnik said:
School Mastery Class Feature: choose a number of spells equal to you intelligence modifier that you don’t already know up to the maximum level that you know. These spells become added to your Spells Known list.
Not sure about this one, I' have to see what your Sorcerer class is all about.

---

All-in-all, you have a fair sense of game balance, I think. But if you are the newer DM that you say you are, consider not changing so many aspects all at once. Yous Sorcerer and Apothesis I would frankly be afraid of as a player coming into your game, and you need a cohesive class write-up for them for your games, so do so please. I think a few of your rues make sense, and some seem a bit arbitrary/confusing (the half-orc with orc blood who isn't a orc bit :p) but overall your game shoud run fairly smoothly.

Also, consider writing up a document of all your cahnges, and not just referencing everything all the time (at least for your players). That way the list of changes seems more easily digestable, I've found. I personally am a prolific Houseruler here, so I should know, but just remember one thing: monsters get the same treatment that players get. If there is a rule which affects a player, it shoudl apply to the monster the sme way; and trust e, I've heard a few horror stories on this ;)

It looks like a good start to a fairly hefty list of house rules, and I await your feedback :)
 

Tagnik

First Post
I'll fix this up when I get home.. right now.. I'm at work with a bad hangover... :(

I think my thing about the spells was that certain classes can only choose from certain areas.

I probably do need more casters, and the knight's mount does feel like a pidgeon hole, but I'm not sure what *change* they might need, since I see the Paladin using Dire Lions etc...

ugh.. my head hurts, I can't think...

What would you recommend adding to the sorcerer? I got rid of wildshaping druids and just made them be Favored Souls.
 

Dagger of Lath

First Post
Tagnik said:
This is my version of D&D that I plan on DMing. I just wanted to make a more simplified version, because I'm a new DM and am afraid of surprises.

Wow... I'm guessing you're new to GMing and not to D&D, because that's some really nice tinkering. I like a lot of your ideas here. I was going to comment in a lot more detail but in re-reading realised I'd basically taken each point and written "I like this, this is interesting".

What can I say but, "cool"?
 

Tagnik

First Post
you are, well, kinda heavy on the melee guys here, I'll say that first off. And when the Bard is getting to be one of your primary casters, I think we need to include some more classes. Just a first impression though....

--I liked the idea of the bard being a more primary caster. So the casters are Druid-spell Favored Souls, Cleric-Spell Favored Souls, Sorcerers, Specialist Sorcerers, and bards. I wanted it to be more important for someone to be a spell caster and felt this was an easy way to do it. It was inspired by someone on this board but I forgot their name.




So, Favoured Souls replace Clerics and Druid in your games? I've only ever heard these guys are less than powerful

---It's what I was going for, but I don't force them to pick the Weapon Specialization feats.

but I do agree with setting a limit on spells known for the cleric - that does create cheese ;). I think, however, that you should type this class up in another thread and link it to this one because your changes are all over the place, and I'd needto see it in it's entirety to give fair feedback.

---the Cleric Version is a Favored Soul with Both Cleric and Favored Soul Class Skills. Wings are optional and the two Weapon Feats are optional.

---Druid version is the same thing except they have to take wings at level 17 and get some of the Druid abilities at the same levels the Druid gets them, they have to follow the same restrictions Druids face for weapon choices, armor material (IE no metal), and the alignment code (Neutral). Favored souls also get certain resistances, so if the Druid version wants Venom Immunity, they can exchange that for one of their resistances.


This kinda forces them more into the pidgeonhole that Paladins are in with their warhorse - they are better fighting when mounted; but what do you do indoors?

---Yeah, I made it an animal companion to be more realistic, and if they don't want to ride it, they don't have to, since its free. also if it does, no big loss because they can replace it. they can improve it a bit with a feat.

Personally, a good varent I've seen is give Shield specialization as a feat you can take instead of Mounted Combat, which is a varient I allow IMGs. The knight is already a pretty powerful class, and at low levels you are upping the ante for this class - and at high levels you are aking for a nasty death for his mount, and many of them.

---mount death shouldn't be too big of a deal and I like the idea of the shield specialization feats, so I might allow them to choose it for their bonus feats.


Also consider giving them 1/1 BAB - I don't think that would over power them at all.

---I don't want marshals to be too abused. a lot of Charisma and they can pump out a lot of damage. I prefer them to be a bit more Tank like. And with the feat I made for them they can do 3 auras.

Sounds good, but are you using OA or ComWar? Those two versions are very different...

---CW version, not OA. I don't want everyone to have to be a Samurai so I said they could choose other exotic weapons as well.

Sounds god, esp. the Jack feat :)

---Made sense to me :)

fast movement helsp this class out, so good choice there :)

Off the top of my head, I can't remember the difference between monk and swashbuckler dodge bonuses; could you sum that up for me?

---I've changed it this. No Armor = Monk AC Bonus, Light Armor, No Movement = Dodge Feat style (choose one opponent), Light Armor, Move 40+ feet = Expeditious Dodge Feat style. Basically if they wear no armor, a monk gets that bonus to AC up to +4 at level 20. If they don't move, the Dodge Bonus works as normal, if they move up to 40 feet in a round it works as an all around Dodge Bonus as the Expeditious Dodge feat from Races of the Wild.


Alrighty :)

---Someone said "Let the buyer beware" for those feats, so screw it, they get medium armor if they use Battle Caster feat. I see no problem with it, its more fun :)

Another class, like the Apothesis, which needa full write up to grasp the changes; I'll reserve my comments til then ;)

---yeah it's a little confusing.. just made sorcerers that focus in one school so I used a warmage as a template. and kept intelligence as an important class skill so they need it for more and more spells.

Most sounds good (like adding Dip for Knights), but where does Frenzy apply?
---it was for the feat I made to keep people from confusing it with the Frenzied Berzerker's class ability.

what does this tie into, sorry?

---I only allow certain books in my campaign, but certain classes can use alternate sources (Spell Compendium for example) if I approve it.

Now THAT is awesome. Stolen for my houserulebook. :D

---Thanks. Harry Potter/LOTR influence :p

Okay, sounds good. Personally, my favourite is the Druid variiant in there :)
---I wanted to get rid of Wild shape, mostly.


No leadership = A Good Thing (tm) IMO.
---I might allow Cohorts but they have to be chosen from NPC classes only. Lame, maybe, but oh well. I hate cohorts :)

Sorry, the only thins is: how are half-orcs not orcs but have orc blood? That's the main thing I have...

---the Barbarians live near Orcish Berserker tribes so they've developed some of their traits? I haven't worked it out yet. I just don't want Half Orcs or even Half Elves in my campaign so I'm making them their own races.

No Dice? Not even *shiver* point buy? Just straight "these are you stats." Man, that doesn't sound liek fun at all, and rolling stats are one of my favourite aspects of the game :\

--- Yep :( you can lower your stats and make them worse if you want :)



Sorry for the way I quote, not sure how to do it yet :confused:
 
Last edited:

Nyaricus

First Post
Tagnik said:
--I liked the idea of the bard being a more primary caster. So the casters are Druid-spell Favored Souls, Cleric-Spell Favored Souls, Sorcerers, Specialist Sorcerers, and bards. I wanted it to be more important for someone to be a spell caster and felt this was an easy way to do it. It was inspired by someone on this board but I forgot their name.
Fair enough, but the bard is, in my honest opinion, not meant to be a primary caster. That's not their panache; they are more a combination of sorcerer, rogue and fighter - not one or the other.

I just feel like there's still something missing in this, is all.

Tagnik said:
---It's what I was going for, but I don't force them to pick the Weapon Specialization feats.
Weapon Spec is a bit overrated, actually, but regardless you seem to reinforcing somewhat 'vanilla' casters with this idea - and weak vanilla casters at that. Sure the Cleric and Druid are unashamedbly the most powerful of the classes (followed closely by the VoP monk ;)) but you seem to be marginalizing their abilities to the point of mootness; to boot they dont inspire me to play one, either.

Have you looked at all the options you have here? There are mroe than a few classes you could draw inspiration from; the archivist in Heroes of Horror might help you with an idea or two, or perhaps another similarily-minded class from the boards.

Tagnik said:
---the Cleric Version is a Favored Soul with Both Cleric and Favored Soul Class Skills. Wings are optional and the two Weapon Feats are optional.

---Druid version is the same thing except they have to take wings at level 17 and get some of the Druid abilities at the same levels the Druid gets them, they have to follow the same restrictions Druids face for weapon choices, armor material (IE no metal), and the alignment code (Neutral). Favored souls also get certain resistances, so if the Druid version wants Venom Immunity, they can exchange that for one of their resistances.
okay, that helps clarify that up quite a bit, thanks :)

Tagnik said:
---Yeah, I made it an animal companion to be more realistic, and if they don't want to ride it, they don't have to, since its free. also if it does, no big loss because they can replace it. they can improve it a bit with a feat.

---mount death shouldn't be too big of a deal and I like the idea of the shield specialization feats, so I might allow them to choose it for their bonus feats.[/COLOR]
But that doesn't address the shoehorning of this class; you aren't giving them enough options IMO. There was more to the knight than a guy on a horse, IMO.

Now, how you impliment that, if you choose to do so, is the tricky part.

Tagnik said:
---I don't want marshals to be too abused. a lot of Charisma and they can pump out a lot of damage. I prefer them to be a bit more Tank like. And with the feat I made for them they can do 3 auras.
But, a lot of Str and a Barbarian can pump out a lot of damage; yet you sitll have barbs more or less as-is. Marshalls are underpowered and should be put against fighters for comparision, and when you do so, they pale. 1/1 BAB and d10 HD do a lot to aleiviate this, IMO.

Tagnik said:
---CW version, not OA. I don't want everyone to have to be a Samurai so I said they could choose other exotic weapons as well.
alrighty :)

Tagnik said:
---Made sense to me :)
:D

Tagnik said:
---I've changed it this. No Armor = Monk AC Bonus, Light Armor, No Movement = Dodge Feat style (choose one opponent), Light Armor, Move 40+ feet = Expeditious Dodge Feat style. Basically if they wear no armor, a monk gets that bonus to AC up to +4 at level 20. If they don't move, the Dodge Bonus works as normal, if they move up to 40 feet in a round it works as an all around Dodge Bonus as the Expeditious Dodge feat from Races of the Wild.
seems like alot of (read: too much) stuff to keep track of; is there any way to simplify it?

Tagnik said:
---Someone said "Let the buyer beware" for those feats, so screw it, they get medium armor if they use Battle Caster feat. I see no problem with it, its more fun :)
heh :p

Tagnik said:
---yeah it's a little confusing.. just made sorcerers that focus in one school so I used a warmage as a template. and kept intelligence as an important class skill so they need it for more and more spells.
I'll look over the Warmage class when I get the chance, to try and clarify what you're saying here :)

Tagnik said:
---it was for the feat I made to keep people from confusing it with the Frenzied Berzerker's class ability.
okay.

Tagnik said:
---I only allow certain books in my campaign, but certain classes can use alternate sources (Spell Compendium for example) if I approve it.
oh, okay - be sure and clarify for your players though, it threw me off pretty good :p

Tagnik said:
---Thanks. Harry Potter/LOTR influence :p
lol :p

I think that material components are a little much, a lot of the time. If it actually costs somehting, then maybe we should pay attention - and pay for - it.

Tagnik said:
---I wanted to get rid of Wild shape, mostly.
fair enough, just my 2 cents ;)

Tagnik said:
---I might allow Cohorts but they have to be chosen from NPC classes only. Lame, maybe, but oh well. I hate cohorts :)
lol, I personally don't care that much, but leadership as a feat seems to impede roleplaying - after all, Gandalf was a cohort to the 13 dwarves and Frodo in The Hobbit, but he was like, 50 levels higher than them...

Tagnik said:
---the Barbarians live near Orcish Berserker tribes so they've developed some of their traits? I haven't worked it out yet. I just don't want Half Orcs or even Half Elves in my campaign so I'm making them their own races.
Technically, they are, with "orcish"/"elvish" blood in them; but what are you actually trying to emulate here, becasue this leaves me confused, to be honest.

Tagnik said:
--- Yep :( you can lower your stats and make them worse if you want :)
Are your players okay with this? I don't really like asking that question, but when you (the DM) assigns stats to my character, I don't dig it, and wouldn't play unless I (and everyone else could agree upon a rolling method or even -gasp- Point Buy.

I know assigning stats makes a level playing field, but time has shown that not all are born equal, and frankly, I like rolling my stats, even if I'd be destined to die within 2 sessions with that character.

Tagnik said:
Sorry for the way I quote, not sure how to do it yet :confused:
Oh, that's okay - check out this page to see how to do pretty much anyhting in EN World ;)

Also, before you response, bear in mind that I don't mean to offend you at all - I may come off as a bit overbearing (I try not to) or overly critical (I am critical :p) I am just trying to see your reasoning behind it, and if possible to deter you from making a bad descision; after all, why else would you have posted all of this here if you were unsure of bits adn pieces of it, and the balance thereof?

Personally, I like your train of thought and think that you are a good judge of balance - but of course my history in D&D is different than yours and thus I have some different ideas then you about how things Should Work (tm), like the Apothesis, for example.

Anyway, I await your response :)
 

Tagnik

First Post
Working on the Casters... this is what I came up with for the Apotheosis of a Diety and Apotheosis of Nature (Favored Souls of Cleric and Druid spell-casting).

Favored Souls can substitute the Weapon Feats for any Feat.

Cleric Favored Souls can substitute Wings for a Domain ability at level 17, and always gain

the Perfect Self class ability as a Monk.

Druid Favored Souls may choose from below:

Wings (ex) - Fly speed of 60 feet - Scent 30 feet
Burrowing - Speed of 20 feet - Tremorsense 30 feet
Spider Climb - Climb Speed of 30 feet - Blindsense 30 feet
Underwater Breathing (ex)- Swim Speed 60 feet - Tremorsense 30 feet

and gain Endurance feat. If they already have the Endurance Feat, they gain the Die Hard
feat, if they already have this feat, they may choose any other feat.

Cleric and Druid favored souls are able to pick Divine and Wild Feats usable a number
of times per day equal to 3 + their charisma modifier.

I have also now removed the "Specialist Sorcerer" in my campaign because they just seem stupid....

so I've done this to the Sorcerer.

They now use Spell-Books. They gain the Class Skills of the Wizard and may substitute "Bluff" for another "Social" skill, like Diplomay, at 1st level.

To Cast a spell they must have an Intelligence score of 10 + Spell level, and the DC for the Saving throw is 10 + Spell Level + Charisma modifier.

The Sorcerers "retrieve" spells from their spell-books as a Spirit Shaman does in the Complete Divine book.

Basically they choose their spells-known every day. They gain spells in their spellbooks as a Wizard does.

I might force them to use a Wizards weapons instead of all Simple Weapons, but I don't think that's a big deal.
 
Last edited:

Nyaricus

First Post
Tagnik said:
Working on the Casters... this is what I came up with for the Apotheosis of a Diety and Apotheosis of Nature (Favored Souls of Cleric and Druid spell-casting).

Favored Souls can substitute the Weapon Feats for any Feat.

Cleric Favored Souls can substitute Wings for a Domain ability at level 17, and always gain the Perfect Self class ability as a Monk.
The domain ability seems kinda lame compared to being able to fly around at level 17 - especially since they've waited 17 levels to get s 1st levle ability. Try to think of another solution to this, or remove wings from the "Cleric" version, and give them back Turn Undead (whihc is, IMO, a good idea, as much as I don't like that idea ;))


Tagnik said:
Druid Favored Souls may choose from below:

Wings (ex) - Fly speed of 60 feet - Scent 30 feet
Burrowing - Speed of 20 feet - Tremorsense 30 feet
Spider Climb - Climb Speed of 30 feet - Blindsense 30 feet
Underwater Breathing (ex)- Swim Speed 60 feet - Tremorsense 30 feet

and gain Endurance feat. If they already have the Endurance Feat, they gain the Die Hard
feat, if they already have this feat, they may choose any other feat.

Cleric and Druid favored souls are able to pick Divine and Wild Feats usable a number
of times per day equal to 3 + their charisma modifier.
What about simply increasing their base speed, like a monk? That's another "path" you could have as an option :)

Tagnik said:
I have also now removed the "Specialist Sorcerer" in my campaign because they just seem stupid....

so I've done this to the Sorcerer.

They now use Spell-Books. They gain the Class Skills of the Wizard and may substitute "Bluff" for another "Social" skill, like Diplomay, at 1st level.

To Cast a spell they must have an Intelligence score of 10 + Spell level, and the DC for the Saving throw is 10 + Spell Level + Charisma modifier.

The Sorcerers "retrieve" spells from their spell-books as a Spirit Shaman does in the Complete Divine book.

Basically they choose their spells-known every day. They gain spells in their spellbooks as a Wizard does.

I might force them to use a Wizards weapons instead of all Simple Weapons, but I don't think that's a big deal.
No comments other then I suggest you take a look at my weaon group proficiency system, since I like Weapon Groups WAY better than normal profs ;)

link
 

Tagnik

First Post
I'm not giving the favored soul the turn/rebuke undead ability, but they did gain the level 20 monk ability of perfect self and can either choose Wings or a Domain, sticking to that.

not a big fan of weapon groups. :(

My fix for the Marshal is giving them d10's and Flurry of Blows or +1bab/level if they are non-Chaotic. If they are chaotic, they must play the class as is.
 

Nyaricus

First Post
Tagnik said:
I'm not giving the favored soul the turn/rebuke undead ability, but they did gain the level 20 monk ability of perfect self and can either choose Wings or a Domain, sticking to that.
Do Paladins keep Turn Undead? If they get it, the FS/Cleric should have it too. If they don't, the FS/Cleric still prolly should ;)

Tagnik said:
not a big fan of weapon groups. :(
Really, how come?

Tagnik said:
My fix for the Marshal is giving them d10's and Flurry of Blows or +1bab/level if they are non-Chaotic. If they are chaotic, they must play the class as is.
?? How is that a balance point, exactly? It's a bit laughable, don't you think?
 

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