Well everyone, I've decided to tweak 3.5 instead of switching to 4th edition. I'm doing this so I can continue to use my library of 3.5 books, and I don't wish to support WotC financially any longer because of their horrible customer relations with everything relative to 4th edition. Most of these changes have already been seen in Star Wars: Saga, and PHBII
So here it goes.
Classes
The following changes are made to the classes in the Player's Handbook.
Bard - At 4th level the bard gains inspire resiliance. This is a bardic music ability that gives all allies that can hear the bard temporary hit points equal to the bard's character level or twice the bard's character level if they are below half of their current maximum hit point total. At 16th level, the bard gains motivating song. The bardic music ability gives all allies that can hear the bard, an immediate attack that does not count against their actions for the round. In addition, bardic music requires a swift action to activate, and lasts for the entire encounter.
Barbarian - Barbarian rage lasts for the entire encounter.
Cleric - Cleric's gain the healing burst ability at 1st level. This ability requires a swift action to activate. Healing burst allows a cleric to lose any prepared spell except domain spells to cure 3 hp per spell level to all allies within thirty feat of the cleric. Turn undead causes 1d6 points of holy damage per cleric level to undead within 30 ft of the cleric. They get a will save for half damage. The DC is 10 + half cleric level + cha bonus. Improved turning adds +2 to this DC. Undead with turn resistance add that number to their save vs. turning. Rebuke and command undead are unchanged. Greater turning (from the Sun domain or another source) deals 2d6 points of holy damage per cleric level.
Druid - Druids lose the animal companion and wild shape abilities. Instead they acquire the shapeshifter alternate class feature found in PHBII at 1st level. They also lose the ability to spontaneously cast summon nature's ally spells. Instead they can lose a prepared spell as a swift action to grant all allies fast healing 1 per spell level sacrificed for the duration of the encounter. This ability is called aura of vitality.
Fighter - Fighters gain an abiltiy called combat expert at 3rd level. This ability gives them a +1 competence bonus on all opposed attack rolls or physical ability checks. This abiltiiy improves to +2 at 7th level and an additional +1 every 4 levels. At 5th level a fighter gains elaborate parry. When an attack would normally hit the fighter, he can roll an attack roll. The result of the attack roll is the AC the opponent must beat to hit the fighter. This ability is an immediate action that is usable once per encounter. At 9th level a fighter gains the counterstrike ability. Once per encounter, he may choose to use this ability to deal the maximum amount of damage to an opponent that dealt damage to him in the previous round. The fighter must declare that he is using this ability before he attacks. If he misses the ability is still used up for the remainder of the encounter. Fighters gain an ability called resolve at 11th level that grants them a +4 competence bonus to will saves. At 13th level, the fighter gains the lightning recovery ability. Any time a fighter misses with an attack, he can immediately make another attack with a +2 bonus to the attack roll. This is an immediate action that is useable once per day. At 15 level the fighter gains the augmented critical ability. This abiltiy increases the critical multiplier of any weapon they wield by one step. At 20th level, fighters gain overwhelming assault. As a full-round action, the fighter gains an immediate extra attack every time he strikes an opponent with a -2 penalty, until he misses. A fighter must declare he is using this ability before making his first attack roll. All attacks must made against the same opponent. This ability is usable once per day.
Monk - Monks gain an ability called Kiai Strike at 5th level. This ability is useable once per encouter. A monk must delcare he is using this ability before his attack roll. He adds his wisdom modifier to attack and deals his monk level in extra damage. Monk's also gain the decisive strike ability from PHBII at first level. In any given round they can choose to use flurry of blows or decisive strike.
Paladin - Paladin hit dice increase to d12. Paladins lose their turn undead, call mount, and spellcasting ability. Smite evil is changed to smite and works regardless of the alignment of the target. Smite is usuable once per encounter at 1st level, twice per encounter at 10th level, and three times per encounter at 20th level. Paladins gain the knight's challenge and shield block abilties of a knight (PHBII) of their level.
Ranger - Rangers lose their animal companion, combat style, and spelllcasting. Instead they acquire the skirmish ability as a scout of their level.
Rogue - Rogues gain poison use at 4th level. They also gain hide in plain sight at 14th level.
Sorcerer - Sorcerers lose the summon familiar ability and gain the ability to apply metamagic feats to spells without taking a full-round action. Sorcerers gain a heritage feat and eschew materials as bonus feats at 1st level.
Wizard - The reserve feats from Complete Mage are added to list of bonus feats that wizards can take every five levels.
I'll submit general rule changes in a later post.
Please, everyone feel free to offer comments or suggestions. This is all about making the game better for me and my groups, and hopefull it will inspire some of you to do the same.
So here it goes.
Classes
The following changes are made to the classes in the Player's Handbook.
Bard - At 4th level the bard gains inspire resiliance. This is a bardic music ability that gives all allies that can hear the bard temporary hit points equal to the bard's character level or twice the bard's character level if they are below half of their current maximum hit point total. At 16th level, the bard gains motivating song. The bardic music ability gives all allies that can hear the bard, an immediate attack that does not count against their actions for the round. In addition, bardic music requires a swift action to activate, and lasts for the entire encounter.
Barbarian - Barbarian rage lasts for the entire encounter.
Cleric - Cleric's gain the healing burst ability at 1st level. This ability requires a swift action to activate. Healing burst allows a cleric to lose any prepared spell except domain spells to cure 3 hp per spell level to all allies within thirty feat of the cleric. Turn undead causes 1d6 points of holy damage per cleric level to undead within 30 ft of the cleric. They get a will save for half damage. The DC is 10 + half cleric level + cha bonus. Improved turning adds +2 to this DC. Undead with turn resistance add that number to their save vs. turning. Rebuke and command undead are unchanged. Greater turning (from the Sun domain or another source) deals 2d6 points of holy damage per cleric level.
Druid - Druids lose the animal companion and wild shape abilities. Instead they acquire the shapeshifter alternate class feature found in PHBII at 1st level. They also lose the ability to spontaneously cast summon nature's ally spells. Instead they can lose a prepared spell as a swift action to grant all allies fast healing 1 per spell level sacrificed for the duration of the encounter. This ability is called aura of vitality.
Fighter - Fighters gain an abiltiy called combat expert at 3rd level. This ability gives them a +1 competence bonus on all opposed attack rolls or physical ability checks. This abiltiiy improves to +2 at 7th level and an additional +1 every 4 levels. At 5th level a fighter gains elaborate parry. When an attack would normally hit the fighter, he can roll an attack roll. The result of the attack roll is the AC the opponent must beat to hit the fighter. This ability is an immediate action that is usable once per encounter. At 9th level a fighter gains the counterstrike ability. Once per encounter, he may choose to use this ability to deal the maximum amount of damage to an opponent that dealt damage to him in the previous round. The fighter must declare that he is using this ability before he attacks. If he misses the ability is still used up for the remainder of the encounter. Fighters gain an ability called resolve at 11th level that grants them a +4 competence bonus to will saves. At 13th level, the fighter gains the lightning recovery ability. Any time a fighter misses with an attack, he can immediately make another attack with a +2 bonus to the attack roll. This is an immediate action that is useable once per day. At 15 level the fighter gains the augmented critical ability. This abiltiy increases the critical multiplier of any weapon they wield by one step. At 20th level, fighters gain overwhelming assault. As a full-round action, the fighter gains an immediate extra attack every time he strikes an opponent with a -2 penalty, until he misses. A fighter must declare he is using this ability before making his first attack roll. All attacks must made against the same opponent. This ability is usable once per day.
Monk - Monks gain an ability called Kiai Strike at 5th level. This ability is useable once per encouter. A monk must delcare he is using this ability before his attack roll. He adds his wisdom modifier to attack and deals his monk level in extra damage. Monk's also gain the decisive strike ability from PHBII at first level. In any given round they can choose to use flurry of blows or decisive strike.
Paladin - Paladin hit dice increase to d12. Paladins lose their turn undead, call mount, and spellcasting ability. Smite evil is changed to smite and works regardless of the alignment of the target. Smite is usuable once per encounter at 1st level, twice per encounter at 10th level, and three times per encounter at 20th level. Paladins gain the knight's challenge and shield block abilties of a knight (PHBII) of their level.
Ranger - Rangers lose their animal companion, combat style, and spelllcasting. Instead they acquire the skirmish ability as a scout of their level.
Rogue - Rogues gain poison use at 4th level. They also gain hide in plain sight at 14th level.
Sorcerer - Sorcerers lose the summon familiar ability and gain the ability to apply metamagic feats to spells without taking a full-round action. Sorcerers gain a heritage feat and eschew materials as bonus feats at 1st level.
Wizard - The reserve feats from Complete Mage are added to list of bonus feats that wizards can take every five levels.
I'll submit general rule changes in a later post.
Please, everyone feel free to offer comments or suggestions. This is all about making the game better for me and my groups, and hopefull it will inspire some of you to do the same.
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