My Minor Class Fixes [v1.1]

Captain NeMo

First Post
Fighter
Changes:
•They gain Listen and Spot as class skills.
Rationale: The ability to see or hear enemies would be a pretty essential skill as a soldier, and something that would be valued just as highly as the ability to ride a horse or a climb a wall. No matter where or why they trained as fighters, listen for and spotting enemies would –or should- be something they are taught how to do effectively.

Sorcerer
Changes:
•Gained Eschew Materials as a bonus feat at level 1.
•Gained Use Magic Device added as a class skill.
Rationale: Sorcerers needed a little boost, and although this isn't much, it seems to make a lot of sense. The idea that a spell caster that draws from their own inner power to cast spells needs material components seems a bit stupid. Use Magic Device just seems like something anyone with innate, personal magical ability should be able to do.

Wizard
Changes:
•Decipher Script added as a class skill.
Rationale: As the bookish, scholarly types, Wizards seem like the class at deciphering strange and exotic documents.

Update:
v1.1 - 08/08/06
•Removed Cleric and Druid from changed classes, temporarily.
•Gave wizards Decipher Script as a class skill.
•Gave sorcerers Use Magic Device as a class skill.
 
Last edited:

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Jodjod said:
Cleric
Changes
  • HD reduced to d6
Rationale: Was too good as a fighter before. Also serves to differentiate the Cleric from the Paladin.
But. . . they already get less than Paladins (d8 vs. d10). But don't get me wrong, I understand completely the desire to make those two classes a bit more distinct.

Druid
Changes
  • Will save is reduced to Poor
  • Removed: A Thousand Faces
  • Removed: Spontaneous "Summon Nature's Ally" casting
Rationale: This was on a bit of a whim. Probably the change I'm least sure about. Ideally I'd like to rework the Druid class entirely.
To me, the poor Will save just looks wrong. But then, it is (obviously) your call. Also, given your intended change to Clerics, wouldn't it follow suit to make the same change to Druids, assuming they are approximately balanced to begin with? So, lesser hit die i.e..

Fighter
Changes
  • Added Listen and Spot to class skills list
Rationale: All warriors should be able to detect enemies sneaking up on them...pretty essential if you're a guard, for example.
What about Barbarians being stuck with one but not the other, then?

Sorcerer
Changes
  • Eschew Materials as bonus feat at first level
Rationale: Just makes sense, really.
I agree entirely.
 

Aus_Snow said:
But. . . they already get less than Paladins (d8 vs. d10). But don't get me wrong, I understand completely the desire to make those two classes a bit more distinct.

I know how it must seem, but it just seems like there are two holy warriors in the game, and one of them should have more of a Priest niche. I'm tempted to give them a few bonus Divine Metamagic feats to compensate for such a harsh nerf, though.

Aus_Snow said:
To me, the poor Will save just looks wrong. But then, it is (obviously) your call. Also, given your intended change to Clerics, wouldn't it follow suit to make the same change to Druids, assuming they are approximately balanced to begin with? So, lesser hit die i.e..

I haven't thought about the druid changes as much as the others, however, an alternative I thought of was to make Fortitude and Will into Average saves (+1 at first level, eventually reaching +9...is in d20SWRPG). Like I said though, I feel the whole flavour of the druid class is way outside of anything I'd consider welcome in my campaign, so eventually I'd prefer to use a completely reworked version of the class.

Aus_Snow said:
What about Barbarians being stuck with one but not the other, then?

Heh...I hadn't thought about that. :o
 

That all makes sense, actually. Sorry if I didn't, in some ways.

I also use medium saves in d20 fantasy - I think they provide much more room for tailoring classes, and ensure that saves run neatly alongside BAB. I humbly suggest leaving all full casters with good Will saves though. I'm not going to niggle or argue if you don't, mind you. ;)

If you want some alternatives to Druids, there are tons here and across the internet (also in books and PDFs aplenty). What kind of thing are you wanting for your campaign?

Re: 'nerfing' priests (or not), have you seen the Cloistered Cleric - scroll down to Cleric Variant for the listing - originally from Unearthed Arcana (by WotC)? Either way, someone was bound to mention it sooner or later. May as well be me.

That one's a fairly extreme (but usable, IMO) departure from the PHB Cleric. Warm? Cool?
 

If you want some alternatives to Druids, there are tons here and across the internet (also in books and PDFs aplenty). What kind of thing are you wanting for your campaign?

Pretty much any balanced, wilderness based spellcaster that didn't seem like a bunch of random nature-y things thrown together would be nice. ;) Besides the obvious mechanical problems of the druid, my main problem with it is that it doesn't seem like much effort has been made to make it interesting.

Re: 'nerfing' priests (or not), have you seen the Cloistered Cleric - scroll down to Cleric Variant for the listing - originally from Unearthed Arcana (by WotC)? Either way, someone was bound to mention it sooner or later. May as well be me.

I hadn't actually thought about using it, but now that you've pointed it out I will look into it. Thank you for your help. :D
 

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